Timeline for Most efficient way to get the world position of the 8 vertices of a Box Collider
Current License: CC BY-SA 4.0
11 events
when toggle format | what | by | license | comment | |
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Mar 21, 2023 at 21:25 | history | edited | DMGregory♦ | CC BY-SA 4.0 |
Don't repeat tags in title
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Mar 21, 2023 at 18:57 | answer | added | Splen | timeline score: 0 | |
Nov 15, 2015 at 2:05 | vote | accept | Louis15 | ||
Nov 14, 2015 at 21:05 | answer | added | MAnd | timeline score: 7 | |
Oct 26, 2015 at 20:17 | answer | added | Evan | timeline score: 2 | |
Oct 15, 2015 at 14:22 | history | edited | Louis15 | CC BY-SA 3.0 |
edited tags
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Oct 15, 2015 at 14:21 | comment | added | Louis15 | Oh, now I see what you mean. Sorry for not providing such information beforehand. I thought that for this question there would be no difference between frameworks, provided that they employ C# and PhysX. But even though, I did not mention PhysX either. So I will edit it! Many thanks for your feedback | |
Oct 15, 2015 at 14:05 | comment | added | Vaillancourt♦ | Given the tags and the text, it's hard to understand you use a framework; we only know you use c# and have a box collider, without actually knowing your implementation. Are you using Unity? This would be a very important tag to add to your question. Although this Q&A site welcomes a lot of Unity questions (and answers), this is not a Unity only stack (Unity or any other framework), so we can't assume anything about the base technology you use. This is why I said your question is vague. You should edit your question (and tags) to give a bit more details, I'm sure you'll get better answers :) | |
Oct 15, 2015 at 13:33 | comment | added | Louis15 | Thanks for your comment. I will try to figure out what you've said... As for my question, I don't get why it is that vague: I thought it was a very specific question to ask how to find out the world position of the 8 external vertexes of a Box Collider (my mention to a rotated Gameobject was only to prevent from receiving suggestions of using collider.bounds) | |
Oct 15, 2015 at 4:19 | comment | added | Vaillancourt♦ | Typically you make a matrix out of all the matrices that transform the game object (hierarchically), and you multiply the vertex by that matrix... Your question is quite vague. | |
Oct 15, 2015 at 4:02 | history | asked | Louis15 | CC BY-SA 3.0 |