Legacy Documentation: Version 5.4
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# GeometryUtility.CalculateFrustumPlanes

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public static function CalculateFrustumPlanes(camera: Camera): Plane[];
public static Plane[] CalculateFrustumPlanes(Camera camera);

## Description

Calculates frustum planes.

This function takes given camera's view frustum and returns six planes that form it.

Ordering: [0] = Left, [1] = Right, [2] = Down, [3] = Up, [4] = Near, [5] = Far

```	// Creates 6 planes that represent the camera frustum.	private var cam : Camera;
private var planes : Plane[];	function Start() {
cam = Camera.main;
planes = GeometryUtility.CalculateFrustumPlanes(cam);		for(var i : int = 0; i < planes.Length; i++) {
var p : GameObject = GameObject.CreatePrimitive(PrimitiveType.Plane);
p.name = "Plane " + i.ToString();
p.transform.position = -planes[i].normal * planes[i].distance;
p.transform.rotation = Quaternion.FromToRotation(Vector3.up, planes[i].normal);
}
}```
```using UnityEngine;
using System.Collections;public class ExampleClass : MonoBehaviour {
private Camera cam;
private Plane[] planes;
void Start() {
cam = Camera.main;
planes = GeometryUtility.CalculateFrustumPlanes(cam);
int i = 0;
while (i < planes.Length) {
GameObject p = GameObject.CreatePrimitive(PrimitiveType.Plane);
p.name = "Plane " + i.ToString();
p.transform.position = -planes[i].normal * planes[i].distance;
p.transform.rotation = Quaternion.FromToRotation(Vector3.up, planes[i].normal);
i++;
}
}
}
```

public static function CalculateFrustumPlanes(worldToProjectionMatrix: Matrix4x4): Plane[];
public static Plane[] CalculateFrustumPlanes(Matrix4x4 worldToProjectionMatrix);

## Description

Calculates frustum planes.

This function returns six planes of a frustum defined by given view & projection matrix.