Assets/Holograms/Support/Underworld/UnderworldBase.cs
/// <summary>
/// Checks to see if the target's mesh is visible within the Main Camera's view frustum.
/// </summary>
/// <returns>True, if the target's mesh is visible.</returns>
Checks to see if the target's mesh is visible within the Main Camera's view frustum.
Checks to see if the target ' s mesh is visible within the Main Camera ' s view frustum .
bool IsTargetVisible()
    {
        Vector3 targetViewportPosition = Camera.main.WorldToViewportPoint(gameObject.transform.position);
        return (targetViewportPosition.x > 0.0 && targetViewportPosition.x < 1 &&
            targetViewportPosition.y > 0.0 && targetViewportPosition.y < 1 &&
            targetViewportPosition.z > 0);
    }
bool IsTargetVisible ( ) { Vector3 targetViewportPosition = Camera . main . WorldToViewportPoint ( gameObject . transform . position ) ; return ( targetViewportPosition . x > 0.0 && targetViewportPosition . x < 1 && targetViewportPosition . y > 0.0 && targetViewportPosition . y < 1 && targetViewportPosition . z > 0 ) ; }
Checks to see if the target's mesh is visible within the Main Camera's view frustum.
Checks to see if the target ' s mesh is visible within the Main Camera ' s view frustum .
True, if the target's mesh is visible.
True if the target ' s mesh is visible .