public static Vector3 OcclusionAvoidanceForce(Actor subject, Transform currentCamera)
    {
        float h = 0;
        if (subject.Occluded(Actor.SamplePoint.Left))
            h++;
        if (subject.Occluded(Actor.SamplePoint.Right))
            h--;

        float v = 0;
        if (subject.Occluded(Actor.SamplePoint.Bottom))
            v++;
        if (subject.Occluded(Actor.SamplePoint.Top))
            v--;

        if (subject.Occlusion >= 1){
            h = Random.value;
            v = Random.value;
        }

        ////Wiced Improvement
        return (currentCamera.up * v + currentCamera.right * h).normalized * subject.VolumeOfInterestSize.magnitude/5;
        //Previous: return (currentCamera.up * v + currentCamera.right * h).normalized;
    }