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 contained in the bounding box?
pointpublic readonly bool Contains(Vector3 point)
Parameters
Returns
Type | Description |
|---|---|
| bool |
Remarks
If the 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.
pointNote: 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 contained in the bounding box?
pointpublic readonly bool Contains(in Vector3 point)
Parameters
Returns
Type | Description |
|---|---|
| bool |
Remarks
If the 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.
pointNote: 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); } }}