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Hallo I'm writting little RPG about Ants in XNA 4.0.Now i created model with additional sphere which represent my bounding sphere in game. Really you should somehow only generate the starting sphere once you know the first sphere. If you're going to transform all the spheres in the getter, is it by the object's current transform?I just checking if the Mesh name is "Bounding Sphere" and when it is I'm adding mesh. Scale and Position don't seem dependent on the mesh it's transforming the sphere of, so that construction of the world Transform matrix could be moved outside the loop.Put this code at the end of the Set Up Bounding Boxes method: Vector3 boundary Points = new Vector3; boundary Points = new Vector3(0, 0, 0); boundary Points = new Vector3(city Width, 20, -city Length); complete City Box = Bounding Box. Create From Points(boundary Points); This method expects a Bounding Sphere object from the calling code.