2021.9.29.842 - Auto-computing primitive collider sizes to fit geometry/hierachy
Hello everyone! Another small build with some improvements, here's a bunch of functions to easily setup different types of primitive colliders! Most of them now have a method to automatically calculate one based off the geometry/objects in the hierarchy through the inspector, so you don't have go guess their sizes.
There's also a quick way to visualize them too. We'll have a better method in the future, but this one was quick and non-invasive to implement.
[h2]New Features:[/h2]
- Added "Set from local/global bounds (precise)" to BoxCollider
-- This uses the precise bounding box calculation which transforms every vertex for mesh based sources
-- Note that the computation runs asynchronously, so the result might not get assigned immediatelly
- Added "Set From Precise Bounds" to Sphere Collider
-- This actually computes an exact bounding box sphere for the hierarchy and geometry, which can provide much tighter fit than one generated from the bounding box
- Added "Set From Precise Bounds" to CylinderCollider
-- This processes each vertex and potential bounding point in the hierarchy, to find an accurate offset, radius and height of a cylinder to encompass the hierarchy
- Added Set from precise cylinder bounds to CapsuleCollider
-- This uses the same algorithm as for cylinder and then fits the capsule inside of it.
-- Since the capsule shape is rounded at the ends, it means that it might not fully envelop the source hierarchy, but this can be desirable in some cases
- Added "Visualize Collider" in the inspector for a quick collider visualization using existing Debug visual system
-- This visualization is live, but only persists while the inspector for the collider is open.
-- Note that we'll likely replace this with a proper collider gizmos in the future that will provide better visual and allow you to visually change the shape as well
[h2]Tweaks:[/h2]
- Merged Korean locale additions by @MirPASEC
- Merged Japanese locale additions by @Aesc/あすく
- Merged Russian locale additions by @Shadow Panther [RU/EN, UTC+3]

There's also a quick way to visualize them too. We'll have a better method in the future, but this one was quick and non-invasive to implement.
[h2]New Features:[/h2]
- Added "Set from local/global bounds (precise)" to BoxCollider
-- This uses the precise bounding box calculation which transforms every vertex for mesh based sources
-- Note that the computation runs asynchronously, so the result might not get assigned immediatelly
- Added "Set From Precise Bounds" to Sphere Collider
-- This actually computes an exact bounding box sphere for the hierarchy and geometry, which can provide much tighter fit than one generated from the bounding box
- Added "Set From Precise Bounds" to CylinderCollider
-- This processes each vertex and potential bounding point in the hierarchy, to find an accurate offset, radius and height of a cylinder to encompass the hierarchy
- Added Set from precise cylinder bounds to CapsuleCollider
-- This uses the same algorithm as for cylinder and then fits the capsule inside of it.
-- Since the capsule shape is rounded at the ends, it means that it might not fully envelop the source hierarchy, but this can be desirable in some cases
- Added "Visualize Collider" in the inspector for a quick collider visualization using existing Debug visual system
-- This visualization is live, but only persists while the inspector for the collider is open.
-- Note that we'll likely replace this with a proper collider gizmos in the future that will provide better visual and allow you to visually change the shape as well
[h2]Tweaks:[/h2]
- Merged Korean locale additions by @MirPASEC
- Merged Japanese locale additions by @Aesc/あすく
- Merged Russian locale additions by @Shadow Panther [RU/EN, UTC+3]


