A物体有CameraB渲染,首先将A物体世界坐标转换为屏幕坐标,再由屏幕坐标的x与Screen.width做比较,如果xVector3 screen3dPos = CameraB.WorldToScreenPoint(enemy.transform.position);if (screen3dPos.x > Screen.width){ Debug.Log("out of screen");}else{ Debug.Log("in screen");}
Vector3 screen3dPos = CameraB.WorldToScreenPoint(enemy.transform.position);
if (screen3dPos.x > Screen.width)
{
Debug.Log("out of screen");
}else{
Debug.Log("in screen");
}
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