Discussion in ' Scripting ' started by tonydNov 3, Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links. Asset Store Spring Sale starts soon! Unite Now has started!
Come level up your Unity skills and knowledge. How to get screen bounds in Unity? Joined: Jun 2, Posts: 1, In other game engines, I'd do something like this to keep an object in bounds: Code csharp :.
Joined: Oct 21, Posts: Well, there is: Screen. But probably what's more important is where you're getting your x y values from in the first place. If they're the x y values from a 3d position in space, they're not going to be very useful in terms of restricting your object to the visible area. Perhaps you should post some more details of the type of game you're making, and maybe we can come up with a more specific solution.
Well this isn't about any one game; it's about me learning the right way to do things in Unity. I pretty much relied on brute force and trial and error to get thru my first project.
I'm doing 2D games on the iPhone so I already know the screen dimensions. But the camera position may change over time If you're using an orthographic camera for a 2d game view, you can specify the size of the camera view using camera.
Knowing the orthographic size of the camera, It's then just a case of adding or subtracting that value to the camera transform's position to find out the vertical view bound.
As it says on that page, the horizontal view bounds will be correspondingly determined by the viewport's aspect ratio. Thanks, but I'm not currently using orthographic cameras. I wonder if Camera. Something like: Code csharp :. Well, the problem you have with non-orthographic cameras is that there's no single value for your camera bounds in a given direction. Because of perspective, the further away an object is, the further it can travel left or right before it disappears from view.
So, even though your game is "2D", your graphics are being displayed at a certain specific distance away from the camera, and therefore the "camera bounds" for those graphics are dependent on the distance between the camera and the graphical object's world position. The Camera class has a number of functions for converting between screen-space and world-space. For instance, you can get values that might be usable as your camera bounds by using camera.
ViewportToWorldPoint for each of the four corners of your viewport rect. When using this function though, you need to specify how far from the camera you are talking about specified as the z value of the vector3 that you pass.
So, for that value you'd provide the distance between your camera and your game's 2D play area plane. Hope this points you in the right direction.This depends on the object it is rendering. You can't set the bounds, why would you? The renderer is just a component which renders the mesh. The Mesh represents the actual data. Again, Renderer. It's not stored anywhere. It represents the axis-aligned-bounding-box AABB that encloses the rotated mesh. How does your object look like? If the mesh is already rotated in local space, the mesh.
The bounds can't be rotated to match your object shape. Don't give up. I've just written this little helper script ShowMeshBounds. I just found a bug in my old script ShowMeshBounds.
I've also written another little script SetMeshBounds. You can tweak the values in the inspector. Together with the visualization script you should be able to fix your bounds problems. If you are creating a mesh a runtime, then you might be looking for Mesh. Otherwise, as Bunny83 said, there is not need to set the bounds yourself.
The dark mode beta is finally here. Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. I am working on collision system for my game that uses custom colliders. I used this to create bounding box for collisions.
I am getting problem for the boxes where right and forward values have been used to create box. Otherwise its working fine. Anybody has any idea how to include right and forward vectors in calculating 8 points for the cube. You'd need to concatenate the box's orientation stored as Right and Forward to the world transform. Something like this should probably work:. Let's redefine this problem in terms of classes that are available natively within Unity3D's framework.
If you understand the math well enough, you can take that and adapt it to these other classes that you're using.
Camera Bounds 2D
If all you need is an axis-aligned bounding box or AABBthen you can easily get that from any Renderer or Collider through their respective bounds properties. That's a quick solution that will suffice in many cases. Some other bounding boxes are expressed in local space -- for example, a Mesh has a bounds property that's in local space. For whatever reason, you will sometimes have a box that is some size up, right, and forward, and you may need to transform the points of that box into world space.
These points are all in local space, still. We just need a transform component to convert them into world space:. Learn more. Calculate bounds of a box including rotation Ask Question. Asked 4 years, 5 months ago.
Active 2 years, 10 months ago. Viewed 10k times. LookRotation bx. Cross bx. TransformDirection bx.
I would like to make rend. But it seems that I can't set it manually and the script has no effect on my GameObject. What I want to achieve: "Change rend. Modifying the bounds is impossible for a good reason, which is that the bounds is just an AABB i. Kind of like a connect the outer dots with lines aligned with the x, y and z axis and is thus just a way of representing it. Besides, the 'max' you are trying to modify represents the highest coordinate of the bounding box, in other words, generally the right upper corner.
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If you intend to actually keep the object at its position, modify transform. There's one more thing though: you are probably trying to 'undo' the effect of any collision response. Doing that in this way won't work, because on collision the position is not necessarily directly modified.
Rather, the velocity and acceleration are modified which in its turn modify the position in subsequent fixed updates. In unity, a vector is implemented as a struct as opposed to a class. One thing this means is that you can not change individual values in a vector by assigning directly as you have done.
They are child of parent game object Green. This function returns parent Green gameObject after adding all childs. But nothing works. There return 1 or zero in cases. Please help me in how to get size of Parent Green GameObject? By size do you mean the bounds?
If so, it should be a lot simpler than you've made it. My code is untested, I don't have Unity handy but this should work. It assumes 'parent' is a game object in your hierarchy and that it has 'children' under it in the hierarchy. If you don't go that route you need to either add the "children" to some sort of array or you'll have to use the GameObject.Bounds Extents of GameObject
Find method to find each child by name. The cause was that my objects had a rotation applied to them and bounds never do; so before running my calculations I first needed to rotate back around to zero; then once calculated I could restore the original rotation.
Below is the resulting code I came up with; heavy comments; not optimized but does the trick, accounts for grandchildren if you will and handles objects with a rotation on start. Learn more. How to get size of parent game object? Ask Question. Asked 7 years, 8 months ago. Active 2 years, 7 months ago. Viewed 22k times. I don't know, how to calculate size of Parent Green GameObject?
Dan Puzey MicroEyes MicroEyes 3, 2 2 gold badges 22 22 silver badges 33 33 bronze badges. Active Oldest Votes. Jerdak Jerdak 3, 1 1 gold badge 21 21 silver badges 34 34 bronze badges. Thanks for your answer.Discussion in ' Scripting ' started by NidoAnxariJul 1, Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links. Asset Store Spring Sale starts soon! Unite Now has started! Come level up your Unity skills and knowledge.
What are bounds? Joined: Jan 2, Posts: I am almost new to scripting and facing trouble understanding the bounds and how they work. As far as I can understand is that they are like boundaries around a gameobject.
But following are some questions that I am unable to understand: 1. Can we get a point on a bound and convert it to local space position? Can we use colliders as a bound and get a point on that collider and convert it to local space?
NidoAnxariJul 1, Joined: Oct 3, Posts: 7, So GameObject's don't have bounds. Also, bounds can mean many things But basically from the documentation:. FullMe7alJacke7Vorrin and idurvesh like this. Joined: Nov 16, Posts: One gotcha about Bounds to watch out for is code like this: Code csharp :.
Encapsulate renderers [ i ]. BlackPeteJul 1, FullMe7alJacke7 and Vorrin like this. Thanks to both of you guys! Joined: Jan 14, Posts: 7.
Such nice answers, it warms the heart. VorrinJun 30, Joined: Oct 10, Posts: The problem with bounds is that it doesn't work well for rotated objects because then the bounds would be not the same as collider volume. You must log in or sign up to reply here.
Show Ignored Content. Your name or email address: Password: Forgot your password?Implemented in: UnityEngine. Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
For some reason your suggested change could not be submitted. And thank you for taking the time to help us improve the quality of Unity Documentation. An axis-aligned bounding box, or AABB for short, is a box aligned with coordinate axes and fully enclosing some object.
Because the box is never rotated with respect to the axes, it can be defined by just its center and extentsor alternatively by min and max points.
Bounds is used by Collider. Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker. Version: Language English. Scripting API. Suggest a change. Submission failed For some reason your suggested change could not be submitted. Properties center The center of the bounding box.
This is always half of the size of the Bounds. This is always equal to center-extents. This is always twice as large as the extents. Constructors Bounds Creates a new Bounds. Public Methods ClosestPoint The closest point on the bounding box. Contains Is point contained in the bounding box? Encapsulate Grows the Bounds to include the point.
Expand Expand the bounds by increasing its size by amount along each side. IntersectRay Does ray intersect this bounding box? Intersects Does another bounding box intersect with this bounding box? SetMinMax Sets the bounds to the min and max value of the box. SqrDistance The smallest squared distance between the point and this bounding box.
ToString Returns a nicely formatted string for the bounds.