Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by FireFox2000000 · Jun 15, 2016 at 06:16 AM · boundsencapsulation

Bounds.Encapsulate no longer working?

Hi there, I'm trying to get the size of all the colliders put together on an object, but for some reason it only gets the bounds of the first collider. I've checked and it is running through all the colliders attached to the object, but no matter how I change the colliders, or how much manual garbage values I throw into the Encapsulates function the "bounds" variable doesn't change from the first one.

         bounds = new Bounds();
 
         Collider2D[] colls = GetComponents<Collider2D>();
 
         if (colls.Length > 0)
         {
             foreach (Collider2D coll in colls)
             {
                 if (!coll.isTrigger)
                 {
                     if (bounds.extents == Vector3.zero)
                     {
                         bounds = coll.bounds;
                     }
                     
                     bounds.Encapsulate(coll.bounds);
                 }
             }
         }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
6

Answer by Arkaid · Jun 30, 2016 at 02:34 PM

I had something similar happening here. Bounds is a structure, not a class, so it gets passed by value. If you declared bounds as a property of your class, each time you reference it you're getting a copy.

So here, you're setting it up for the first time (assignment)

 bounds = coll.bounds;

but here,

 bounds.Encapsulate(coll.bounds);

you're getting a copy of bounds and using Encapsulate on that copy, so the original remains untouched.

What you want to do is work on a local instance of Bounds, and assign the result to your class property, like so:

 Bounds tempBounds = new Bounds();
 
 Collider2D[] colls = GetComponents<Collider2D>();
 
 if (colls.Length > 0)
 {
     foreach (Collider2D coll in colls)
     {
         if (!coll.isTrigger)
         {
             if (bounds.extents == Vector3.zero)
             {
                 tempBounds = coll.bounds;
             }
             tempBounds.Encapsulate(coll.bounds);
         }
     }
 }
 
 bounds = tempBounds; // update class property
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Check if bounds is Encapsulated in another bounds 2 Answers

Want to frame multiple objects in camera view using render bounds 0 Answers

Encapsulate.Bounds is no longer working. 1 Answer

Dynamically creating a box collider for an object with multiple, rotated, and scaled mesh renderers 0 Answers

Are my bounds right world position in this case ? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges