The InWorld component checks if a Game Object is within the Game World Bounds. An object is considered as being "in bounds" so long as its own bounds intersects at any point with the World bounds. If the AutoCull component is enabled on the Game Object then it will check the Game Object against the Camera bounds as well.
checkWorldBounds : boolean
If this is set to
truethe Game Object checks if it is within the World bounds each frame.
When it is no longer intersecting the world bounds it dispatches the
If it was previously out of bounds but is now intersecting the world bounds again it dispatches the
It also optionally kills the Game Object if
checkWorldBoundsis enabled it forces the Game Object to calculate its full bounds every frame.
This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required, or you have tested performance and find it acceptable.
[readonly] inWorld : boolean
Checks if the Game Objects bounds are within, or intersect at any point with the Game World bounds.
outOfBoundsKill : boolean
If this and the
checkWorldBoundsproperty are both set to
killmethod is called as soon as