Created
March 29, 2022 19:48
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Unity: check if an object is visible for the main camera
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using UnityEngine; | |
public class Example : MonoBehaviour | |
{ | |
// Cache variables | |
Camera cameraInstance; | |
Transform currentTransform; | |
// State | |
bool wasVisible = false; | |
private void Start() | |
{ | |
this.cameraInstance = Camera.main; | |
this.currentTransform = this.gameObject.GetComponent<Transform>(); | |
} | |
private void Update() | |
{ | |
bool isCurrentlyVisible = this.IsVisible(); | |
if(this.HasBecomeVisible(isCurrentlyVisible)) { | |
Debug.Log("Now is visible"); | |
} else if (this.HasBecomeInvisible(isCurrentlyVisible)) { | |
Debug.Log("Now is invisible"); | |
} | |
this.wasVisible = isCurrentlyVisible; | |
} | |
// Idea from https://stackoverflow.com/a/46365015/2814721 | |
private bool IsVisible() | |
{ | |
// We could use any Gameobject's transform here instead of this.currentTransform | |
Vector3 position = this.cameraInstance.WorldToViewportPoint(this.currentTransform.position); | |
return position.x > 0 && position.x < 1 && position.y > 0 && position.y < 1; | |
} | |
private bool HasBecomeVisible(bool isVisible) | |
{ | |
return false == this.wasVisible && isVisible; | |
} | |
private bool HasBecomeInvisible(bool isVisible) | |
{ | |
return true == this.wasVisible && false == isVisible; | |
} | |
} |
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