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Question by tytbone · Jan 28, 2015 at 11:15 AM · positioncubeboundsdrawgizmo

Using Gizmos.DrawWireCube to draw position bounds?

I am trying to draw the rectangular bounds of a BoxCollider2D that holds the bounds of where my camera can go. Unfortunately I'm having some trouble acquiring the x, y coordinates and applying them via scripting. I can draw a box but can't figure out how to make it the exact dimensions of the "green" outline.

Here is what I have:

 using UnityEngine;
 using System.Collections;
 
 public class DrawCameraBounds : MonoBehaviour {
 
     private float CamBoundsX;
     private float CamBoundsY;
 
     void Start()
     {
         //have to assign variable meaning in function?
         //CamBounds = GameObject.Find("CameraBounds").GetComponent<BoxCollider2D>;
         CamBoundsX = collider.bounds.size.x;
         CamBoundsY = collider.bounds.size.y;
 
     }
 
     void OnDrawGizmos()
     {
         Gizmos.color = Color.red;
         Gizmos.DrawWireCube(transform.position, new Vector2(CamBoundsX+5 , CamBoundsY+5));
     }
 
 }

Thanks in advance.

EDIT: Here is what I currently have (I changed the BoxCollider2D to a BoxCollider):

public class DrawCameraBounds : MonoBehaviour {

 public float CamBoundsX;
 public float CamBoundsY;

 void Start()
 {

     CamBoundsX = GetComponent<BoxCollider>().collider.bounds.size.x;
     CamBoundsY = GetComponent<BoxCollider>().collider.bounds.size.y;

 }

 void OnDrawGizmos()
 {
     Gizmos.color = Color.red;
     Gizmos.DrawWireCube(transform.position, new Vector2(CamBoundsX+5, CamBoundsY+5));
 }

}

I also experimented with t$$anonymous$$s, but it didn't seem to make any difference.

public class DrawCameraBounds2 : MonoBehaviour {

 private Vector3 CamBounds;

 void Start() 
 {
     CamBounds = GameObject.Find("CameraBounds").GetComponent<BoxCollider>().size;
 }

 void OnDrawGizmos()
 {
     Gizmos.color = Color.red;
     Gizmos.DrawWireCube(transform.position, CamBoundsX);
 }

}

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Answer by Pete12345 · Jul 03, 2020 at 09:43 AM

In case anyone needs t$$anonymous$$s in the future. T$$anonymous$$s code from github will give you the results without rotation.

https://gist.github.com/unitycoder/58f4b5d80f423d29e35c814a9556f9d9

.

.

If you do need rotation then t$$anonymous$$s thread shows how to rotate points around a pivot, so you can do that for each point.

https://answers.unity.com/questions/532297/rotate-a-vector-around-a-certain-point.html

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