GeometryUtility.TestPlanesAABB
static function TestPlanesAABB(planes: Plane[], bounds: Bounds): bool;
static bool TestPlanesAABB(Plane[] planes, Bounds bounds);
static def TestPlanesAABB(planes as Plane[], bounds as Bounds) as bool
Description

Returns true if bounds are inside the plane array.

Will return true if the bounding box is inside the planes or intersects any of the planes.

The TestPlanesAABB function uses the Plane array to test whether a bounding box is in the frustum or not.
You can use this function with CalculateFrustrumPlanes to test whether a camera's view contains an object regardless of whether it is rendered or not.

See Also: GeometryUtility.CalculateFrustumPlanes.
	// Detects manually if anObject is being seen by the main camera

var anObject : GameObject; private var cam : Camera; private var planes : Plane[];

function Start() { cam = Camera.main; planes = GeometryUtility.CalculateFrustumPlanes(cam); }

function Update() { if(GeometryUtility.TestPlanesAABB(planes,anObject.collider.bounds)) Debug.Log(anObject.name + " has been detected!"); else Debug.Log("Nothing has been detected"); }
using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
    public GameObject anObject;
    private Camera cam;
    private Plane[] planes;
    void Start() {
        cam = Camera.main;
        planes = GeometryUtility.CalculateFrustumPlanes(cam);
    }
    void Update() {
        if (GeometryUtility.TestPlanesAABB(planes, anObject.collider.bounds))
            Debug.Log(anObject.name + " has been detected!");
        else
            Debug.Log("Nothing has been detected");
    }
}
import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

	public anObject as GameObject

	private cam as Camera

	private planes as (Plane)

	def Start() as void:
		cam = Camera.main
		planes = GeometryUtility.CalculateFrustumPlanes(cam)

	def Update() as void:
		if GeometryUtility.TestPlanesAABB(planes, anObject.collider.bounds):
			Debug.Log((anObject.name + ' has been detected!'))
		else:
			Debug.Log('Nothing has been detected')