转载:https://blog.csdn.net/e295166319/article/details/52934072
[MenuItem ("MyMenu/设置物体的中心点")
static void CalculateCenter()
{
// 1.动态技算 Transform parent = transform;
Transform parent = Selection.activeGameObject.transform; // 2.选中技算
Vector3 postion = parent.position;
Quaternion rotation = parent.rotation;
Vector3 scale = parent.localScale;
parent.position = Vector3.zero;
parent.rotation = Quaternion.Euler(Vector3.zero);
parent.localScale = Vector3.one;
Vector3 center = Vector3.zero;
Renderer[] renders = parent.GetComponentsInChildren<Renderer>();
foreach (Renderer child in renders)
{
center += child.bounds.center;
}
center /= parent.GetComponentsInChildren<Transform>().Length;
Bounds bounds = new Bounds(center, Vector3.zero);
foreach (Renderer child in renders)
{
bounds.Encapsulate(child.bounds);
}
parent.position = postion;
parent.rotation = rotation;
parent.localScale = scale;
foreach (Transform t in parent)
{
t.position = t.position - bounds.center;
}
parent.transform.position = bounds.center + parent.position;
}