Glurth
2
Not sure if this will work for you, since I don’t see such components in your screenshot, so I’m not quite clear how you are drawing those meshes.
However, if you ARE using a MeshRenderer, for each room, you can use the BOUNDS member to get the (axis-aligned!!) total size and position of the room. The bounds returned by this function is in world-space. Unity - Scripting API: Renderer.bounds
If your room might be rotated (and therefore not be axis-aligned), you can use the rendered MESH’s bounds to get the model’s size and position in modelspace (which you can then transform to world space). Unity - Scripting API: Mesh.bounds
If you find you have lots of “bounds” values, that you need to combine: check out Unity - Scripting API: Bounds.Encapsulate (in particular the second version, that takes a bounds as a parameter- though this would only work for axis aligned bounds)