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Question by Lava444 · Aug 06 at 06:35 PM · camerameshboundsfrustum

Function for checking if a mesh is inside camera's view planes.

I found a function online for checking if a mesh's bounds are inside the camera's view frustum. I added it to a static class called "CameraUtility" and tested it out. I had a sphere that was supposed to be colored green if the mesh was visible and colored red if it was outside the view frustum. But, when I hit play and dragged the sphere into its view, it was still colored red. IDK if it's a problem with the camera script or my debug script. I can't track down the problem, so here I am. Here's the code:

 public static bool isMeshInCameraView(Mesh mesh, Camera camera)
     {
         Plane[] frustumPlanes = GeometryUtility.CalculateFrustumPlanes(camera);
         return GeometryUtility.TestPlanesAABB(frustumPlanes, mesh.bounds);
         
     }

And here's the script I used to test it (I know it's a little scuffed):

 public class testFunction : MonoBehaviour
 {
     public Camera testCamera;
     MeshFilter meshFilter;
     MeshRenderer meshRenderer;
 
     void Start()
     {
         if (testCamera == null)
         {
             testCamera = Camera.main;
         }
         meshFilter = GetComponent<MeshFilter>();
         meshRenderer = GetComponent<MeshRenderer>();
         meshRenderer.sharedMaterial = new Material(Shader.Find("Standard"));
     }
 
     void Update()
     {
         meshFilter = GetComponent<MeshFilter>();
         meshRenderer = GetComponent<MeshRenderer>();
 
         if (CameraUtility.isMeshInCameraView(meshFilter.sharedMesh, testCamera))
         {
             meshRenderer.sharedMaterial.color = Color.green;
         }
         else
         {
             meshRenderer.sharedMaterial.color = Color.red;
         }
     }
 }
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