sorry again.

i do it in this form, is it right?

var cube1 = BABYLON.MeshBuilder.CreateBox(“box”, { size: 1 }, scene);

cube1.position.x = 2;

var cube2 = BABYLON.MeshBuilder.CreateBox(“bo2”, { size: 1 }, scene);

cube2.position.x = 4;

var cube3 = BABYLON.MeshBuilder.CreateBox(“box3”, { size: 1 }, scene);

cube3.position.x = 6;

var cube4 = BABYLON.MeshBuilder.CreateBox(“box4”, { size: 1 }, scene);

cube4.position.x = -2;

var cube5 = BABYLON.MeshBuilder.CreateBox(“box5”, { size: 1 }, scene);

cube5.position.x = -4;

var mat = new BABYLON.StandardMaterial(“mat”, scene);

mat.diffuseColor = new BABYLON.Color3(0, 0, 1);

cube3.material = mat;

var boxG = BABYLON.MeshBuilder.CreateBox(

“box”,

{ height: 1, width: 1, depth: 1 },

scene

);

boxG.position.y = 2;

const mat2 = new BABYLON.StandardMaterial(“mat2”, scene);

mat2.diffuseColor = new BABYLON.Color3(1, 0, 0);

boxGmaterial = mat2;

// initialize GizmoManager

var gizmoManager = new BABYLON.GizmoManager(scene);

gizmoManager.boundingBoxGizmoEnable = true;

// gizmoManager.attachableMesh = box;

gizmoManager.positionGizmoEnabled = true;

gizmoManager.boundingBoxGizmoEnabled = true;

gizmoManager.usePointerToAttachGizmos = false;

gizmoManager.attachToMesh(boxG);

boxG.visibility = 0.3;

boxG.computeWorldMatrix(true); //force any transformations

let inX =

boxG.getBoundingInfo().boundingBox.minimumWorld.x <

boxG.getBoundingInfo().boundingBox.minimumWorld.x <

cube1.getBoundingInfo().boundingBox.minimumWorld.x &&

cube1.getBoundingInfo().boundingBox.maximumWorld.x <

boxG.getBoundingInfo().boundingBox.maximumWorld;

let inY =

boxG.getBoundingInfo().boundingBox.minimumWorld.y <

cube1.getBoundingInfo().boundingBox.minimumWorld.y &&

cube1.getBoundingInfo().boundingBox.maximumWorld.y <

boxG.getBoundingInfo().boundingBox.maximumWorld;

let inZ =

boxG.getBoundingInfo().boundingBox.minimumWorld.z <

cube1.getBoundingInfo().boundingBox.minimumWorld.z &&

cube1.getBoundingInfo().boundingBox.maximumWorld.z <

boxG.getBoundingInfo().boundingBox.maximumWorld;

let inside = inX && inY && inZ;