So, two questions:
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Bounds are not accurate on uninstantiated game objects, so is there another alternate unofficial way to get it that’s more built in? So far I’ve been “recreating” the bounds myself using the collider properties and manually constructing my own bounds.
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To properly manually construct the bounds, I need to apply a gameobject’s rotation to the bounds. Is there a function I’m missing to rotate Bounds?
Thanks!