Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

Bounds.Contains

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Declaration

public bool Contains(Vector3 point);

Description

Is point contained in the bounding box?

If the point passed into 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.

//Attach this script to a GameObject with a Collider component
//Create an empty GameObject (Create>Create Empty) 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 Collider

using 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); } } }