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Feb 10, 2021 at 16:00 comment added jhocking I've been using this for a while and just had to modify it to fix a bug, here's the code now (along with links in the comments explaining the problem) gist.github.com/jhocking/e64a5abdcae9b294f02cec56e26fb14b
Jun 3, 2020 at 13:41 comment added jhocking This approach does assume the root object has a Renderer, which may not be true. It's pretty common to have an empty root to contain the meshes, so everything from thisRenderer outside the loop should be inside code like if (transform.TryGetComponent<Renderer>(out var thisRenderer)){ }
Jun 27, 2019 at 19:40 comment added JalalJaberi @user1566515 Instead of offset you can use BoxCollider.center I suppose
Aug 31, 2018 at 2:30 comment added user1566515 It seems that now there's no BoxCollider.offset in Unity.
S Jan 8, 2018 at 14:32 history suggested Ivan Castellanos CC BY-SA 3.0
BoxCollider2D.center has been deprecated. Use BoxCollider2D.offset instead
Jan 8, 2018 at 8:07 review Suggested edits
S Jan 8, 2018 at 14:32
Aug 30, 2016 at 15:11 history edited OC_RaizW CC BY-SA 3.0
added 403 characters in body
Aug 30, 2016 at 13:42 history answered OC_RaizW CC BY-SA 3.0