Documentation

Unity Engine


User Manual

Script Reference

Unity Engine


Contains

Is point contained in the bounding box?
Read time 2 minutesLast updated 5 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule

Contains(Vector3)

Is
point
contained in the bounding box?
public readonly bool Contains(Vector3 point)

Parameters

point

Returns

Type

Description

bool

Remarks

If the
point
passed into Bounds.Contains is inside the bounding box a value of True is returned. Points on the min and max limits (corners and edges) of the bounding box are considered inside.
Note: If Bounds.extents contains a negative value in any coordinate then Bounds.Contains will always return False.

Examples

//Attach this script to a GameObject with a Collider component//Create an empty GameObject (<b>Create</b>><b>Create Empty</b>) and attach it in the New Transform field in the Inspector of the first GameObject//This script tells if a point you specify (the position of the empty GameObject) is within the first GameObject’s Colliderusing UnityEngine;public class Example : MonoBehaviour{ //Make sure to assign this in the Inspector window public Transform m_NewTransform; Collider m_Collider; Vector3 m_Point; void Start() { //Fetch the Collider from the GameObject this script is attached to m_Collider = GetComponent<Collider>(); //Assign the point to be that of the Transform you assign in the Inspector window m_Point = m_NewTransform.position; } void Update() { //If the first GameObject's Bounds contains the Transform's position, output a message in the console if (m_Collider.bounds.Contains(m_Point)) { Debug.Log("Bounds contain the point : " + m_Point); } }}

Contains(Vector3)

Is
point
contained in the bounding box?
public readonly bool Contains(in Vector3 point)

Parameters

point

Returns

Type

Description

bool

Remarks

If the
point
passed into Bounds.Contains is inside the bounding box a value of True is returned. Points on the min and max limits (corners and edges) of the bounding box are considered inside.
Note: If Bounds.extents contains a negative value in any coordinate then Bounds.Contains will always return False.

Examples

//Attach this script to a GameObject with a Collider component//Create an empty GameObject (<b>Create</b>><b>Create Empty</b>) and attach it in the New Transform field in the Inspector of the first GameObject//This script tells if a point you specify (the position of the empty GameObject) is within the first GameObject’s Colliderusing UnityEngine;public class Example : MonoBehaviour{ //Make sure to assign this in the Inspector window public Transform m_NewTransform; Collider m_Collider; Vector3 m_Point; void Start() { //Fetch the Collider from the GameObject this script is attached to m_Collider = GetComponent<Collider>(); //Assign the point to be that of the Transform you assign in the Inspector window m_Point = m_NewTransform.position; } void Update() { //If the first GameObject's Bounds contains the Transform's position, output a message in the console if (m_Collider.bounds.Contains(m_Point)) { Debug.Log("Bounds contain the point : " + m_Point); } }}