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Bounds larger than expected
I'm not quite sure I understand how collider.bounds and renderer.bounds actually work. When I import a model from Blender (or create a standard one in Unity), the bounds look this way (just as I expect):

But when I rotate the model around global Y axis, the bounds transform and become significantly larger than the collider: 
Why does this happen? As far as I know, the bounding box must always stay as small as possible, yet able to encompass the whole collider.
I'm using a very simple script to draw the box:
 private void OnDrawGizmos()
 {
       var bounds = collider.bounds;
        Gizmos.DrawWireCube(bounds.center, bounds.size);
 }
What confuses me even more is that renderer.bounds produce the same effect.
Answer by 0xc0dec · Feb 20, 2013 at 06:39 PM
Well, seems like collider.bounds and renderer.bounds actually enclose the object with its mesh bounding box. One of this question's comments has the following picture which gave me the clue:

I'm not sure if it is right, but it exactly matches the results that I observed during my experiments.
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