private void TransformObjAccordActor(MObject obj, MActor actor)
    {
        Transform actorTrans = actor.transform;

        //get the position of the actor within the world
        Vector2 actorVpPos = WorldToMap(actorTrans.position);
        //and it's map coordinates
        Vector2 objCoord = actorVpPos - currentCenterCoord;

        //if mask either doesn't exist or exists and the actor is in the visible area of the mask
        //also cut out actors outside of visible area of the view
        float xPos = (actorVpPos.x + rTrans.rect.width / 2 - currentCenterCoord.x) / rTrans.rect.width;
        float yPos = (actorVpPos.y + rTrans.rect.height / 2 - currentCenterCoord.y) / rTrans.rect.height;
       
        bool isVisible = false;
        if (xPos <= 1.0f && xPos >= 0.0f && yPos <= 1.0f && yPos >= 0.0f)
            isVisible = IsWithinMaskTex(new Vector2(xPos, yPos));
        
        obj.UpdateObject(orientation, objCoord, actorTrans.forward, isVisible, currentCenterCoord, mObjectDefaultSize, CalculateZoomScaleRatio(), isScalingMObjects, isZoomingSmoothly, smoothZoomSpeed);
    }
    private void TransformObjAccordActor(MObject obj, MActor actor)
    {
        Transform actorTrans = actor.transform;
        //object's map coordinates
        Vector2 actorCoord = WorldToMap(actorTrans.position);
        Vector2 objCoord = actorCoord - currentCenterCoord;

        //calculate the position within the mask and check if it is within the mask
        Rect locRect = rTrans.rect;
        float xPos = (actorCoord.x + locRect.width / 2 - currentCenterCoord.x) / locRect.width;
        float yPos = (actorCoord.y + locRect.height / 2 - currentCenterCoord.y) / locRect.height;

        bool isVisible = false;
        if (xPos <= 1.0f && xPos >= 0.0f && yPos <= 1.0f && yPos >= 0.0f)
            isVisible = IsWithinMaskTex(new Vector2(xPos, yPos));

        obj.UpdateObject(orientation, objCoord, actorTrans.forward, isVisible, currentCenterCoord, mObjectDefaultSize, CalculateZoomScaleRatio(), isScalingMObjects, isZoomingSmoothly, smoothZoomSpeed);
    }