void Update() { //Is the render visible to the camera? If so, set it to active in the scene, else deactivate it rayOrigin.SetActive(GetComponent <Renderer>().IsVisibleFrom(Camera.main) ? true : false); //Rotates the lens rays to the camera to mimic the light bouncing inside the abnormal lens rayOrigin.transform.localRotation = Camera.main.transform.localRotation; myChild.SetActive(BaneRays.VewNotObstructed(objectBounds, transform, target.transform, true) ? true : false); }
void Update() { myChild.SetActive(BaneRays.VewNotObstructed(objectBounds, transform, target, true) ? true : false); }