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[Unity] Fixes wrong Skinned Mesh Renderer bounds occurring with Cloth component
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
// Fixes wrong Skinned Mesh Renderer bounds occurring with Cloth component.
// Attach this to camera.
// Idea: Before camera determines culling, we override the automatically computed
// bounds with our own for all game objects with a Skinned Mesh Render in the present scene.
// In this example, we use the bounds of the undeformed mesh
// scaled by `boundsExtentFactor` in order to take into account possible rescaling
// and rotation, as well as the deformation. A cleaner solution would be to use the
// automatically computed bounds and transform them properly.
public class FixClothBounds : MonoBehaviour {
private List<Bounds> manyBounds;
private SkinnedMeshRenderer[] skinnedMeshRenderers;
public float boundsExtentFactor;
void Start ()
skinnedMeshRenderers = FindObjectsOfType<SkinnedMeshRenderer>();
manyBounds = new List<Bounds>();
for (var i = 0; i < skinnedMeshRenderers.Length; i++) {
Bounds bounds = skinnedMeshRenderers[i].sharedMesh.bounds;
bounds.Expand(bounds.extents * boundsExtentFactor);
private void OnPreCull()
private void FixBounds() {
for (var i = 0; i < skinnedMeshRenderers.Length; i++) {
skinnedMeshRenderers[i].localBounds = manyBounds[i];
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