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Question by RRMessiah · May 21, 2012 at 03:21 PM · screengizmos

How Do I Draw the Bounding Sphere in Screen Space?

I've searched high and low and can't find the answer to this question.

I can draw the bounding sphere in world space, but it will not render to screen space in the Scene view. Help is much appreciated.

Example:

     void OnDrawGizmosSelected(){
     Gizmos.color = Color.white;
     Gizmos.DrawSphere(Camera.current.WorldToViewportPoint(gameobject.transform.position),1f);
 }
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avatar image sooncat · May 23, 2012 at 11:40 AM 0
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Gizmos are drawn only when the object is selected. Do you Selected it?

avatar image RRMessiah · May 23, 2012 at 01:06 PM 0
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Yes. It seems the sphere doesn't want to draw in screen coordinates.

Is it possible then just to get the radius in screen space?

avatar image Wolfram · May 23, 2012 at 01:17 PM 0
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What exactly do you want to accomplish? What do you mean "in screen space", in your case? Do you attach your script to a screen space object, a GUITexture, ...? Your current approach computes viewport coordinates, but DrawSphere() expects world coordinates.

avatar image RRMessiah · May 28, 2012 at 04:04 PM 0
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I want to find the screenspace bounding sphere's radius of a mesh, then compare it to a value. If that radius is less than or equal to this value, disable the mesh renderer component.

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Answer by tomka · May 25, 2012 at 07:37 AM

Don't convert to Viewport coordinates.

 void OnDrawGizmosSelected(){
     Gizmos.color = Color.white;
     Gizmos.DrawSphere(gameobject.transform.position,1f);
 }

Also, enable gizmos.

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avatar image RRMessiah · May 28, 2012 at 04:02 PM 0
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This is not the answer as I want a sphere to be drawn in screenspace.

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