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Question by chriscode · Apr 24, 2016 at 07:32 AM · rigidbody physics

Collider bounds wrong after a while

I have some crates in a game. And I use the bounds. I realise that bounds are an axis aligned box, so they should change size, however they seem to get out of sync and not match the collider, once they've been allowed to fall/rotate.

alt text

alt text

 Bounds bounds = Absorbed.collider.bounds; 
 
 Debug.DrawLine(bounds.min, absorbedObjectBounds.min + Vector3.up, Color.gray);
 
 Debug.DrawLine(bounds.max, absorbedObjectBounds.max + Vector3.up, Color.gray);
 


boundswrong.png (306.7 kB)
boundsright.png (217.2 kB)
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Answer by franciscode · Apr 24, 2016 at 05:11 PM

Explanation and link to solution: http://answers.unity3d.com/questions/516072/getting-actual-aabb-of-an-object.html

Solution here: http://answers.unity3d.com/questions/297453/finding-locations-of-vertices-on-a-mesh.html

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avatar image chriscode · Jul 31, 2016 at 06:14 PM 0
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Great solution. Thanks We should totally work together on a project.

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