The bounding volume of the mesh.
This is the axis-aligned bounding box of the mesh in its local space (that is, not affected
by the transform). Note that the Renderer.bounds property is similar but returns the bounds in world space.
See Also: Bounds class, Renderer.bounds
#pragma strict // Generates planar UV coordinates independent of mesh size // by scaling vertices by the bounding box size function Start() { var mesh: Mesh = GetComponent.<MeshFilter>().mesh; var vertices: Vector3[] = mesh.vertices; var uvs: Vector2[] = new Vector2[vertices.Length]; var bounds: Bounds = mesh.bounds; var i: int = 0; while ( i < uvs.Length ) { uvs[i] = new Vector2(vertices[i].x / bounds.size.x, vertices[i].z / bounds.size.x); i++; } mesh.uv = uvs; }
// Generates planar UV coordinates independent of mesh size // by scaling vertices by the bounding box size
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Start() { Mesh mesh = GetComponent<MeshFilter>().mesh; Vector3[] vertices = mesh.vertices; Vector2[] uvs = new Vector2[vertices.Length]; Bounds bounds = mesh.bounds; int i = 0; while (i < uvs.Length) { uvs[i] = new Vector2(vertices[i].x / bounds.size.x, vertices[i].z / bounds.size.x); i++; } mesh.uv = uvs; } }