Could anyone please give me a hint on how to determine how much of an object is seen by a camera. There have to be a threshold value (e.g. 30% of an object is seen). If value is below the threshold then I don't cast rays otherwise I will do. Now I am using WorldToViewPoint-function w.r.t. center of an object, but it doesn't working properly in my view.

  • \$\begingroup\$ Have you considered intersecting its renderer's bounds with the camera's frustum planes? \$\endgroup\$
    – DMGregory
    Jun 10 '20 at 9:52
  • \$\begingroup\$ I am new in Unity and C# and I don't know yet this stuff. Thank you for your hint I try digging there. \$\endgroup\$ Jun 10 '20 at 9:53

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