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This question was closed Mar 15, 2013 at 01:49 AM by Chronos-L for the following reason:

The question is answered, right answer was accepted

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Question by Chronos-L · Feb 24, 2013 at 09:57 AM · guitexture2dguitexture

GUI 2D Bounding Box

I saw this GUI bounding box while I am looking at the HOTween's documentation page. alt text

I know how to control the Texture2D position and size using script but I cannot figure out how can I access the 2D box data from a 3D object. Furthermore, the bounding box in the right are reacting to multiple objects.

This is the page I saw the GUI bound box.

I will be very glad if someone can point me at the right direction.

picture1.png (64.2 kB)
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Answer by robertbu · Feb 24, 2013 at 03:45 PM

One method is to use Renderer.bounds. Take the corners of the enclosing space for each object and translate them to Viewport coordinates. Then figure out the minimum and maximum values.

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avatar image Chronos-L · Feb 25, 2013 at 01:15 AM 0
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So there is no straight forward method then?

From your technique, I should store the x-coordinate into one array and y-coordinate into another array. After sorting them, the 1st and last element will be the $$anonymous$$imum and maximum.

I think I can work with this solution. Too bad that there isn't any ready made function similar to Camera.WorldToScreenPoint for creating a 2D boundary.

avatar image robertbu · Feb 25, 2013 at 01:34 AM 0
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Putting them in an array and sorting them is one way, but you don't really need to sort them...just exa$$anonymous$$e each corner and compare to the current $$anonymous$$/max for x and y. Pretty ugly, but I cannot think of another way.

avatar image Chronos-L · Feb 25, 2013 at 08:33 AM 0
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Putting them into an array and sort them is a shortcut move, I am kinda lazy to manually write the code segment to identify $$anonymous$$ and max for both x and y.

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