1.Renderer:渲染尺寸,受縮放影響,受旋轉影響。3D圖像投影在2D平面上的尺寸
2.MeshFilter:原始尺寸,不受縮放影響
計算真實的size:需要乘以localScale
如:gameObject.GetComponent<MeshFilter>().mesh.bounds.size.x*gameObject.transform.localScale.x
3.Collider:碰撞體尺寸,受縮放影響,受旋轉影響。3D圖像投影在2D平面上的尺寸
void onClick_scale_percent(){ // stlObjects [0].clingToBottom (); GameObject cube = GameObject.CreatePrimitive (PrimitiveType.Cube); Debug.LogError ("cube Renderer size:"+cube.GetComponent<Renderer>().bounds.size);//default:1,1,1 Debug.LogError ("cube MeshFilter size:"+cube.GetComponent<MeshFilter>().mesh.bounds.size); Debug.LogError ("cube collider size:"+cube.GetComponent<Collider>().bounds.size); cube.transform.parent = go_printCuber.transform; cube.transform.localPosition = new Vector3 (0, 0, 0); cube.transform.localScale = new Vector3 (0.5f, 0.5f, 0.5f); cube.transform.Rotate (0, 45, 0); Debug.LogError ("-------------------"); Debug.LogError ("cube Renderer size:"+cube.GetComponent<Renderer>().bounds.size); Debug.LogError ("cube MeshFilter size:"+cube.GetComponent<MeshFilter>().mesh.bounds.size); Debug.LogError ("cube collider size:"+cube.GetComponent<Collider>().bounds.size); Debug.LogError ("cube localScale:"+cube.transform.localScale);//default:1,1,1 }