Renderer Bounding Box Recalculation
- CPU Animator
- GPU Animator
Rukhanka Animation can recalculate animated skinned mesh renderers bounding box from skeleton bone poses. To enable this for a particular SkinnedMeshRenderer just enable the Update When Offscreen checkbox in Unity's SkinnedMeshRenderer configuration inspector:

This produces bounds from the current skeleton pose, rather than scanning every deformed vertex. Test extreme poses and blend shapes when choosing bounds. Incorrectly small bounds can cause visible parts of a mesh or its shadow to disappear.
Update When Offscreen requests bounds updates; it does not replace the rig's animation culling configuration. See Animation Frustum Culling. Use Always Animate when offscreen bone transforms are needed for gameplay.
By using GPU Animator bone positions are unknown on CPU. Bounding box recalculation is not performed.