How exactly the order of Planes in the returned array is not documented (and I don't know that).
In any case, I think you can understand this without much effort: you just need to place the camera in a well-known orientation and check the normal value of each Plane .
I need to calculate whether a point in space (for example, the center point of the Bounding Volume) is in a truncated camera object, for a Quad tree system.
For the Quad Tree system, I think that the intersection between truncations and GameObject AABB is enough, so you donβt even need to know exactly the order of Plane in the array in order to calculate it. You can simply use GeometryUtility.TestPlanesAABB .
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