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@jhocking
Created February 10, 2021 15:57
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Create a BoxCollider that surrounds an object and its children
// https://gamedev.stackexchange.com/questions/129116/how-to-create-a-boxcollider-which-surrounds-the-gameobject-and-all-of-his-child
private void AddColliderAroundChildren(GameObject assetModel)
{
var pos = assetModel.transform.localPosition;
var rot = assetModel.transform.localRotation;
var scale = assetModel.transform.localScale;
// need to clear out transforms while encapsulating bounds
assetModel.transform.localPosition = Vector3.zero;
assetModel.transform.localRotation = Quaternion.identity;
assetModel.transform.localScale = Vector3.one;
// start with root object's bounds
var bounds = new Bounds(Vector3.zero, Vector3.zero);
if (assetModel.transform.TryGetComponent<Renderer>(out var mainRenderer))
{
// as mentioned here https://forum.unity.com/threads/what-are-bounds.480975/
// new Bounds() will include 0,0,0 which you may not want to Encapsulate
// because the vertices of the mesh may be way off the model's origin
// so instead start with the first renderer bounds and Encapsulate from there
bounds = mainRenderer.bounds;
}
var descendants = assetModel.GetComponentsInChildren<Transform>();
foreach (Transform desc in descendants)
{
if (desc.TryGetComponent<Renderer>(out var childRenderer))
{
// use this trick to see if initialized to renderer bounds yet
// https://answers.unity.com/questions/724635/how-does-boundsencapsulate-work.html
if (bounds.extents == Vector3.zero)
bounds = childRenderer.bounds;
bounds.Encapsulate(childRenderer.bounds);
}
}
var boxCol = assetModel.AddComponent<BoxCollider>();
boxCol.center = bounds.center - assetModel.transform.position;
boxCol.size = bounds.size;
// restore transforms
assetModel.transform.localPosition = pos;
assetModel.transform.localRotation = rot;
assetModel.transform.localScale = scale;
}
@fmatulic
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Tried that code but the calculated collider's geometry doesn't fit the encapsulated children when the parent of assetModel has modified position, rotation or scale.

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