# DrawFrustum(Vector3, float, float, float, float)

> Draws a camera frustum using the currently set Gizmos.matrix for its location and rotation.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.5/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public static void DrawFrustum(Vector3 center, float fov, float maxRange, float minRange, float aspect)
```

### Parameters

**** (\[Vector3]\(/engine/6000.5/script-reference/unityengine/vector3)): The apex of the truncated pyramid. With respect to a camera, this would be the camera position. This is an offset from the currently set `Gizmos.matrix`.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The vertical field of view (the angle at the apex in degrees not radians).**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): Distance of the frustum's far plane.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): Distance of the frustum's near plane.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The aspect ratio of the frustum to draw. This is the frustum's width divided by its height.

### Remarks

The frustum is drawn with the currently set [Gizmos.color](/engine/6000.5/script-reference/unityengine/gizmos/color.md). Note that the fov parameter is the vertical field of view, not the horizontal field of view.

### Examples

```csharp
using UnityEngine;

public class ExampleClass : MonoBehaviour
{
    void OnDrawGizmosSelected()
    {
        // Draws a red wireframe frustum at world origin with 16:9 aspect ratio and 90 degrees horizontal FOV.
        Gizmos.color = Color.red;
        Gizmos.DrawFrustum(new Vector3(), 59f, 1000f, 3f, 16f/9f);
        // The near plane value is intentially set large to demonstrate its offset from the frustum center.
    }
}
```
