Object Placement
  • WELCOME
    • πŸ‘‹Hello
    • πŸ—ΊοΈRoadmap
    • ⛑️Support & Community
    • πŸŽ“Changelog
  • GETTING STARTED
    • πŸ”ŒImport package
    • βš’οΈAdd object placement to scene
    • 🚢Add object placement bounds
  • HOW IT WORKS
    • πŸ‘‡Object Placement
    • πŸ¦₯Placement Bounds
    • πŸ₯…Placement Area
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  1. GETTING STARTED

Add object placement bounds

Quick guide to set up your game objects with bounds for placement.

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Last updated 10 months ago

Each game object that will be used for placing should have something to define it's placement bounds.

This will be done internally by placement system if no component for this is present; provided one of these components is attached to the placing game object (root transform of the object/prefab):

  • BoxCollider: bounds are calculated from the collider

  • Renderer: bounds are retrieved from rendering bounds

For manual configuration of placement bounds for each game objects, you should use one of these provided components:

  • CustomPlacementBounds: bounds are defined by center & size properties

  • RendererPlacementBounds: supports referencing a specific renderer from which bounds are retrieved

  • ColliderPlacementBounds: supports referencing a specific collider from which bounds are calculated

  • IPlacementBounds or APlacementBounds can be used to implement your own behaviour for placement bounds

That is it! Each game object can use its own placement bounds, you are not bound to a type once selected.

🚢
Pick the placement bounds for your game object