title: Unity3D: How to determine the corners of a gameobject in order to position other gameobjects according to it?
body: <p>My question is about if there is a way to know the coordinates of the corners of a gameobject.  What I have is three Vuforia AR targets and a gameobject, a cube in this case. </p>
  
  <p>What I need to achieve, is so that when I move the targets around, the corners of the cube would follow the targets, eg. the cube would be as wide as the space between the targets.</p>
  
  <p>Right now how it does it, is that it checks the distance between the targets and sets the scale of the cube according to it. This results in the cube being expanded always from its set position, which makes the positioning of the targets awkward in real life.</p>
  
  <p>Here's a couple of pictures showing what it does now, taken during execution:</p>
  
  <p><img src="https://i.stack.imgur.com/VZWvi.png" alt=""></p>
  
  <p><img src="https://i.stack.imgur.com/XEsbR.png" alt=""></p>
  
  <p>Here is the code attached to the cube-object:</p>
  
  <pre><code>using UnityEngine;
  using System.Collections;
  
  public class show : MonoBehaviour {
  
  float distancex;
  float distancez;
  
  // Use this for initialization
  void Start () {
      renderer.enabled = false;
  }
  
  // Update is called once per frame
  void Update () {
      if (GameObject.Find ("target1").renderer.enabled &amp;&amp; GameObject.Find ("target2").renderer.enabled &amp;&amp; 
          GameObject.Find ("target3").renderer.enabled &amp;&amp; GameObject.Find ("target4").renderer.enabled) 
      {
          renderer.enabled = true;
  
      }
  
      distancex = Vector3.Distance ((GameObject.Find ("target1").transform.position), (GameObject.Find ("target2").transform.position));
      distancez = Vector3.Distance ((GameObject.Find ("target2").transform.position), (GameObject.Find ("target3").transform.position));
  
  
      Debug.Log (distancex);
      Debug.Log (distancez);
  
      transform.localScale = new Vector3((distancex), transform.localScale.y, transform.localScale.z);
      transform.localScale = new Vector3(transform.localScale.x, transform.localScale.y, (distancez));
  
      Debug.Log (transform.localScale);
  }
  }
  </code></pre>
  
  <p>How do I make the corners of the object follow the targets? I need the width of the side to be the width of the distance between the targets, is there any way to achieve this without using the scale?</p>