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Question by JasonAnx · Jan 08, 2016 at 08:31 AM · collidersbox collider

Is it possible to create a Box Collider from code?

I don't mean 'instantiate' one, I mean Creating one from code.

I've created meshes and it's colliders from code before, but I don't know how a box collider works, or if it's even a Mesh.

Just curious.

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Answer by mikelortega · Jan 08, 2016 at 08:33 AM

Something like this would work:

 MeshFilter mf = GetComponent<MeshFilter>();
 if (mf && mf.sharedMesh)
 {
     Bounds bounds = mf.sharedMesh.bounds;
     BoxCollider collider = mf.gameObject.AddComponent<BoxCollider>();
     collider.center = bounds.center;
     collider.size = bounds.size;
 }
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avatar image JasonAnx · Jan 12, 2016 at 08:08 PM 0
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Thanks!, but that's not what I mean.

For example, Suppose you want to create a quad, in code that would look something like

      Vector3[] vertices = new Vector3[]
      {
          new Vector3( 1, 0,  1),
          new Vector3( 1, 0, -1),
          new Vector3(-1, 0,  1),
          new Vector3(-1, 0, -1),
      };
      int[] triangles = new int[] {
          0, 1, 2,
          2, 1, 3,
      };

      someMesh.vertices = vertices;
      someMesh.triangles = triangles;

What I want to know is if there is any way that a BoxCollider can be created through code

avatar image mikelortega JasonAnx · Jan 12, 2016 at 09:16 PM 0
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Do you mean create geometry proceduraly? Yes it's possible. Here you have some examples: http://wiki.unity3d.com/index.php/ProceduralPrimitives

Then, once you create the object, you have to add the BoxCollider component if you want to calculate collisions with it.

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