Fit Box Collider at runtime

Hi, everyone!

I instantiate an object from the cloud and put this as a child of an empty gameobject. I want to set the size of the box collider equal to the object instantiated previously in a way that the collider fits almost well the size of the object.

What can I do?

I don’t have any idea.

Thank you.

Put a BoxCollider on this “object from the cloud,” assuming it’s a Unity-produced object (Addressable).

If it’s not, then iterate the geometry within the object and use the verts to determine a size, then use that size to set the box size (and possibly offset the center).

If you want examples of interoperating with geometry (vertices and triangles), feel free to look through my MakeGeo project.

MakeGeo is presently hosted at these locations:

https://bitbucket.org/kurtdekker/makegeo

What does “from the cloud” mean in your scenario?

Sorry, my bad.

It means I download the object from a database like a firebase during the runtime.

So the object does not have the box collider applied or if I use that through the code it wouldn’t fit the size of the object.

Do you have any idea?

What script should I look?

You should look at any script that is helpful to you, as I noted:

Do you understand your problem space? If not, go get familiar with it first… the scripts in MakeGeo might be insightful for you to understand.

As always, use Step #2 below:

Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

How to do tutorials properly, two (2) simple steps to success:

Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That’s how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.
Fortunately this is the easiest part to get right: Be a robot. Don’t make any mistakes.
BE PERFECT IN EVERYTHING YOU DO HERE!!

If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.
Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there’s an error, you will NEVER be the first guy to find it.

Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

Check out Unity’s Mesh API.

You can access the mesh’s vertices and then loop through them to find the extents like Kurt Suggested.

Or you could look at the bounding box, but I don’t know Unity determines the bounds. I’m not sure if that’ll be as accurate.