RecalculateBounds(MeshUpdateFlags)
Recalculate the bounding volume of the Mesh and all of its sub-meshes with the vertex data.
Read time 1 minuteLast updated 10 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
public void RecalculateBounds(MeshUpdateFlags flags)
Parameters
Flags controlling the function behavior, see MeshUpdateFlags.
Remarks
After modifying vertices you should call this function to ensure the bounding volume is correct. Assigning Mesh.triangles automatically recalculates the bounding volume.
using UnityEngine;public class Example : MonoBehaviour{ void Start() { Mesh mesh = GetComponent<MeshFilter>().mesh; mesh.RecalculateBounds(); }}
Unity can only recalculate the bounding volume for Meshes that use the default VertexAttributeFormat.Float32 vertex position format. If your Mesh uses a non-standard vertex position data format, you must assign the Mesh.bounds manually.
The bounds of a SkinnedMeshRenderer cannot be recalculated, and can only be changed by setting the localBounds manually.
Additional Resources: Mesh.bounds.