Pixel-tight UI framing for whatever the player is looking at.
Puts a clean, dynamic bounding box on screen around whatever 3D object the player is aiming at. The frame is built from the object’s real mesh or MeshCollider vertices, not a loose world-space box, so it stays as tight as possible from every camera angle. The Runtime only measures and publishes the result as data — how it’s drawn is entirely up to you, with a drop-in reference view included.
Projects the target’s real mesh or MeshCollider vertices to screen space — not a loose world-space AABB — so the frame hugs the silhouette from every angle.
The Runtime component only measures and publishes a TargetFrame (a screen-space rectangle). It never references uGUI, so any renderer — yours or ours — can consume it.
The included TargetFrameView sample reproduces padding, smoothing and idle states in one component — copy it as a starting point for your own look.
Mesh vertices are cached once per mesh and the box is only recalculated when the camera or target actually moves — built for low-end and mobile.
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