# GetFrustumPlaneAt(Matrix4x4, Vector3, float, Vector3[])

> Calculate the points of the frustrum plane facing the viewer at a specific distance. The points array will be filled with the calculated points in the following order: left bottom, left top, right top and right bottom.

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor](/engine/6000.0/script-reference/unityeditor.md)
* **Assembly:** UnityEditor

```csharp
public static void GetFrustumPlaneAt(Matrix4x4 clipToWorld, Vector3 viewPosition, float distance, Vector3[] points)
```

### Parameters

**** (\[Matrix4x4]\(/engine/6000.0/script-reference/unityengine/matrix4x4)): Clip space to world space matrix.**** (\[Vector3]\(/engine/6000.0/script-reference/unityengine/vector3)): View position in world space.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): Distance from the view position of the plane.**** (\[Vector3\[]]\(/engine/6000.0/script-reference/unityengine/vector3)): Calculated points.  (A minimum size of 4 elements is required).
