Comments and answers for "Bounds with Rotation: Getting y value of the point where its on the most left side of the collider (bounds.min.x) Note that the box collider has been rotated as well."
http://answers.unity.com/questions/1439812/bounds-getting-y-value-of-the-point-where-its-on-t.html
The latest comments and answers for the question "Bounds with Rotation: Getting y value of the point where its on the most left side of the collider (bounds.min.x) Note that the box collider has been rotated as well."Comment by Cheong on Cheong's answer
http://answers.unity.com/comments/1440168/view.html
Yes it is a box collider, to get the vertices of the rotated boxcollider, then it will need the equation of a circle. Thanks :)Fri, 08 Dec 2017 02:11:58 GMTCheongComment by Yeezyy on Yeezyy's answer
http://answers.unity.com/comments/1439951/view.html
I assumed the collider was an box colliderThu, 07 Dec 2017 13:49:39 GMTYeezyyAnswer by Cheong
http://answers.unity.com/answers/1439890/view.html
thanks @Yeezyy and @Dragate for the replies, looks like I found a solution for getting the full coordinate :)
I used the mathematical equation for circles, where r^2 = x^2 + y^2, where I get the radius first using collider size.x and y, then reapply into the equation again, by assigning x = collider.bounds.min.x, and r = radius found, and finally I can get the y value where the point is having min x on collider.Thu, 07 Dec 2017 10:09:35 GMTCheongComment by Dragate
http://answers.unity.com/comments/1439868/view.html
SInce Bounds represents a box, at runtime you could instantiate (at bounds.min.x) a quad rotated and scaled so it fits the left face of the AABB. With OnCollisionEnter(Collision collision), you can get the contact points. Iterate through them and keep the lowest y. You don't need the quad anymore, so you can destroy it. For OnCollisionEnter to work, you must have rigidbody added.
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Other more straighforward way is to loop though the vertex positions of your mesh (hopefully it isn't too large). For those vertices that are very close to bounds.min.x, compare their y to keep the lowest.Thu, 07 Dec 2017 08:50:56 GMTDragateAnswer by Yeezyy
http://answers.unity.com/answers/1439830/view.html
Lowest left point for y =collider.bounds.center.y - collider.bounds.extend.yThu, 07 Dec 2017 07:10:26 GMTYeezyy