# Render.isVisible equiv for MR Polyspatial

**URL:** https://discussions.unity.com/t/render-isvisible-equiv-for-mr-polyspatial/363563
**Category:** XR
**Tags:** XR, visionOS, Question
**Created:** [June 1, 2024, 7:11am UTC](https://discussions.unity.com/t/render-isvisible-equiv-for-mr-polyspatial/363563 "2024-06-01T07:11:57Z")
**Posts on this page:** 1
**Showing post:** 2

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### Author: ![AndrzejUnity](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/andrzejunity/32/85212_2.png) [@AndrzejUnity](https://discussions.unity.com/u/AndrzejUnity)
#### Post date: [June 3, 2024, 5:07pm UTC](https://discussions.unity.com/t/render-isvisible-equiv-for-mr-polyspatial/363563/2 "2024-06-03T17:07:59Z")

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> [@ina](#):
>
> Is this a bug - is there another way to check if something is visible on Polyspatial?

I’m not sure if it counts as bug, exactly; it’s not set because Unity runs in batch mode for MR builds, and doesn’t render with the cameras in the scene. Instead, all rendering (to the frame buffer, versus a RenderTexture) is performed by RealityKit and uses its cameras. In bounded mode, there’s no way to know if anything is visible; we don’t even get the device position/orientation. In unbounded mode, we can get the device pose and could conceivably use a conservative estimate of its view frustum to determine what’s visible. If that’s a feature you’d be interested in, feel free to submit it to the [road map](https://discussions.unity.com/t/unity-visionos-support-roadmap/316686). Otherwise, you’d have to do the same thing yourself: get the [device pose](https://docs.unity3d.com/Packages/com.unity.polyspatial.visionos@1.2/manual/Input.html#head-tracking), use it to calculate a [view frustum](https://docs.unity3d.com/ScriptReference/GeometryUtility.CalculateFrustumPlanes.html), and test the [bounds](https://docs.unity3d.com/ScriptReference/Renderer-bounds.html) of the Renderer against the [frustum planes](https://docs.unity3d.com/ScriptReference/GeometryUtility.TestPlanesAABB.html).

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