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Question by SuperSpasm · Oct 23, 2019 at 06:03 PM · editor-scriptingboundsgizmoshandles

Editor Scripting: Bounds editor with BoxCollider-like scene controls

I've come across a few scenarios for "Faking" Colliders using Bounds - mainly when I only need to keep an object inside a certain area (using Bounds.Contains(Vector3)), and don't want it to participate in physics.


(I know I could use a Trigger for this, but that would require a dedicated layer, which isn't an option as my game is out of layers)


I created a BoundsHolder script, which uses local size/center to calculate Bounds.

I display them in editor using Gizmos.DrawWireCube (src available upon request)- this works just fine as seen below: Bounds collider image


But I would like to add the drag controls BoxCollider has for enlarging my bounds:

alt text


I've browsed the docs for Gizmos and Handles- But all of the functions there seem to be about drawing cubes, not resizing tools.

Is there a built in tool to recreate this I'm missing?

If not- what would be the best way to go about this?


Bonus question- My BoundsHolder uses UnityEngine.Bounds which is axis-aligned and doesn't support rotation. Is there an alternative version that supports rotation? (and still provides the Contains(Vector3) API?)

Thanks

screenshot-25.png (124.0 kB)
screenshot-26.png (126.7 kB)
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Answer by tombuben · Mar 05, 2020 at 12:13 PM

I also wonder about this. There seems to be BoxBoundsHandle, but from what I can see that one is still only axis aligned and there is no way to rotate it when calling DrawHandle()...

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Answer by wolilio · Aug 13, 2020 at 10:18 AM

  1. display not axis aligend box handle ,see https://answers.unity.com/questions/1339686/boxboundshandle-rotation.html

  2. Contains(Vector3) Api
    convert point to the local space of the box ,see https://docs.unity3d.com/ScriptReference/Transform.InverseTransformPoint.html

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