Hi, i'm working with a team building an FPS game and have run into small trouble with the entity.collisioninformation.boundingbox 's. I'm trying to use the bounding boxes on our objects to generate a Quad Tree for culling optimization but every time i use them they're zero'd out. I'm building the quadtree on construction of my scene before the first update so the only thing i could think of is that the boundingboxes are only calculated when the space is updated, is this true? If it is, would there be a way to force the entity to calculate the boundingbox before the first update is called?
Thanks
When are BoundingBox calculated? or How to force them to?
Re: When are BoundingBox calculated? or How to force them to
Yup.I'm building the quadtree on construction of my scene before the first update so the only thing i could think of is that the boundingboxes are only calculated when the space is updated, is this true?
Yup: Entity.CollisionInformation.UpdateBoundingBox().If it is, would there be a way to force the entity to calculate the boundingbox before the first update is called?
Re: When are BoundingBox calculated? or How to force them to
well that was...embarrassingly obvious
Thanks Norbo

Thanks Norbo