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; }