I there a cheaper way to do it every frame outside of [GeometryUtility.CalculateFrustumPlanes](http://unity3d.com/support/documentation/ScriptReference/GeometryUtility.CalculateFrustumPlanes.html)
and [GeometryUtility.TestPlanesAABB](http://unity3d.com/support/documentation/ScriptReference/GeometryUtility.TestPlanesAABB.html)
?
Dot product of Camera forward vector (+Z) and vector from camera position to object:
-
positive: in front of camera viewplane (may be well outside of frustum though!)
-
negative: behind camera viewplane
result = Vector3.Dot( camera.transform.forward, target.position - camera.transform.position);
Ah, that makes sense. I suppose as long as it is not behind the camera, the projection to screen simply return coordinates outside of viewport space when projected object is outside of frustum.