using UnityEngine; public class BoundingPositioning : MonoBehaviour { public Anker x = Anker.center; public Anker y = Anker.center; public Anker z = Anker.center; public MeshFilter mesh = null; public enum Anker { min = 0, center = 1, max = 2 } private void OnValidate() => UpdatePosition(); private void Start() => UpdatePosition(); private void UpdatePosition() { if (mesh == null || mesh.sharedMesh == null) return; Vector3[] bounds = { mesh.sharedMesh.bounds.min, mesh.sharedMesh.bounds.center, mesh.sharedMesh.bounds.max, }; transform.position = new Vector3( bounds[(int)x][0], bounds[(int)y][1], bounds[(int)z][2] ); } }