# TryGetFrustum(Camera, Vector3[], Vector3[], out float)

> Calculate the frustrum corners. Corners are calculated in this order: left bottom, left top, right top, right bottom.

## Definition

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

## TryGetFrustum(Camera, Vector3\[], Vector3\[], float)

```csharp
public static bool TryGetFrustum(Camera camera, Vector3[] near, Vector3[] far, out float frustumAspect)
```

### Parameters

**** (\[Camera]\(/engine/6000.0/script-reference/unityengine/camera)): Camera to use.**** (\[Vector3\[]]\(/engine/6000.0/script-reference/unityengine/vector3)): The corners of the near plane. (A minimum size of 4 elements is required.)**** (\[Vector3\[]]\(/engine/6000.0/script-reference/unityengine/vector3)): The corners of the far plane. (A minimum size of 4 elements is required.)**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The aspect ratio of the frustrum.

### Returns

| Type                                                          | Description                          |
| ------------------------------------------------------------- | ------------------------------------ |
| [bool](https://learn.microsoft.com/dotnet/api/system.boolean) | Whether the frustrum was calculated. |
