flags | Flags controlling the function behavior, see MeshUpdateFlags. |
Recalculate the bounding volume of the Mesh and all of its sub-meshes with the vertex data.
After modifying vertices you should call this function to ensure the bounding volume is correct. Assigning 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 bounds manually.
The bounds of a SkinnedMeshRenderer cannot be recalculated, and can only be changed by setting the SkinnedMeshRenderer.localBounds manually.
See Also: bounds.