Mesh.RecalculateBounds

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Declaration

public void RecalculateBounds(Rendering.MeshUpdateFlags flags = MeshUpdateFlags.Default);

Parameters

flags Flags controlling the function behavior, see MeshUpdateFlags.

Description

Recalculate the bounding volume of the Mesh and all of its sub-meshes with the vertex data.

After modifying vertices you should call this function to ensure the bounding volume is correct. Assigning triangles automatically recalculates the bounding volume.

using UnityEngine;

public class Example : MonoBehaviour { void Start() { Mesh mesh = GetComponent<MeshFilter>().mesh; mesh.RecalculateBounds(); } }

Unity can only recalculate the bounding volume for Meshes that use the default VertexAttributeFormat.Float32 vertex position format. If your Mesh uses a non-standard vertex position data format, you must assign the bounds manually.

The bounds of a SkinnedMeshRenderer cannot be recalculated, and can only be changed by setting the SkinnedMeshRenderer.localBounds manually.

Additional resources: bounds.


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