I have a car that needs a box collider.
If the car were 1 single mesh, I would only need to call:
boxCol = gameObject.AddComponent<BoxCollider>(); and it would create a BoxCollider that perfectly fits my car, based on my car's mesh.
Now I have a car which consists of many different parts in the transformation hierarchy. (For example: the body of the car is the parent of the 4 doors. Every door is a separate game object, and has a doorknob child, etc.)
Now I need a script that changes the BoxCollider so that its box surrounds the whole car, including all of these parts.
I found this pose on Unity Answers, but it just doesn't get me the right collider.
Here is the code I'm using:
using UnityEngine; using UnityEditor; using System.Collections; public class ColliderToFit : MonoBehaviour { [MenuItem("My Tools/Collider/Fit to Children")] static void FitToChildren() { foreach (GameObject rootGameObject in Selection.gameObjects) { if (!(rootGameObject.GetComponent<Collider>() is BoxCollider)) continue; bool hasBounds = false; Bounds bounds = new Bounds(Vector3.zero, Vector3.zero); for (int i = 0; i < rootGameObject.transform.childCount; ++i) { Renderer childRenderer = rootGameObject.transform.GetChild(i).GetComponent<Renderer>(); if (childRenderer != null) { if (hasBounds) { bounds.Encapsulate(childRenderer.bounds); } else { bounds = childRenderer.bounds; hasBounds = true; } } } BoxCollider collider = (BoxCollider)rootGameObject.GetComponent<Collider>(); collider.center = bounds.center - rootGameObject.transform.position; collider.size = bounds.size; } } }