I’m not quite sure I understand how collider.bounds and renderer.bounds actually work. When I import a model from Blender (or create a standard one in Unity), the bounds look this way (just as I expect):
But when I rotate the model around global Y axis, the bounds transform and become significantly larger than the collider:
Why does this happen? As far as I know, the bounding box must always stay as small as possible, yet able to encompass the whole collider.
I’m using a very simple script to draw the box:
private void OnDrawGizmos()
{
var bounds = collider.bounds;
Gizmos.DrawWireCube(bounds.center, bounds.size);
}
What confuses me even more is that renderer.bounds produce the same effect.