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Question by frazerbw · Mar 21, 2018 at 12:00 PM · rotationboxcollider

BoxCollider 3D not rotating with game object

Using:

transform.Rotate(new Vector3(0, 0, spinSpeed));

to rotate my game object,

However, the boxcollider also attached does not seem to update, my bounds seem to retain it's original orientation.

When I use

if (collisionBox.bounds.Contains(boid.getPos()))

the collision box bounds seem to never get updated from their original rotation, even though in the scene view the box collider around my mesh seems to get updated. I've also tried attaching the boxcollider to an empty gameobject as a child of the original mesh game object, but this also does not work.

I want the box collider bounds to update as the transform is rotated.

Any ideas?

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Answer by donutLaserDev · Mar 21, 2018 at 12:18 PM

Well, it does rotate. The problem is, collisionBox.bounds represents an axis aligned bounding box. It is aligned with coordinate axes and is not rotated. It is explained here: https://docs.unity3d.com/ScriptReference/Bounds.html

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avatar image Bunny83 · Mar 21, 2018 at 03:54 PM 0
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Note that when you have a BoxCollider and want to test if a point is inside the collider you want to convert the point you want to test into local space and test it against a local bounds object. Here's an extension method for the BoxCollider

 public static class BoxColliderExt
 {
     public static bool IsPointInside(this BoxCollider aBoxCollider, Vector3 aWorldPos)
     {
         Vector3 localPos = aBoxCollider.transform.InverseTransformPoint(aWorldPos);
         Bounds b = new Bounds(aBoxCollider.center, aBoxCollider.size);
         return b.Contains(localPos);
     }
 }

 // [...]
 BoxCollider box;
 
 if (box.IsPointInside(someWorlspacePoint))

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