Unity collider answer

Unity Collider.bounds Explained: Center, Size, Min, Max & Empty Bounds

Collider.bounds is useful for broad spatial checks, but it is not the collider’s exact rotated shape.

1. Collider.bounds is a world-space AABB

Unity defines Collider.bounds as the world-space bounding volume. Bounds itself is axis-aligned, so a rotated object can have a larger bounding box than the visible collider shape.

2. center and size are not local collider values

bounds.center and bounds.size describe the enclosing world-space box. Do not use them as if they were the original BoxCollider center or size in local coordinates.

3. Disabled or inactive means empty

Unity’s current API notes that Collider.bounds is empty when the collider is disabled or the GameObject is inactive. If values suddenly become zero, check state before assuming data is corrupted.

4. Use min/max for broad tests, not exact contact

Bounds.min, Bounds.max and Bounds.Intersects are useful for rough spatial tests. Exact collision or contact logic should use physics queries, collision callbacks or Collider.ClosestPoint where appropriate.

Official Unity references

Based on current Unity 6 Collider, Collider.bounds and MeshCollider documentation plus Unity trigger-collider setup guidance. Project settings and later engine updates can change behaviour.

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