Spherecast covering all screen help

Hello programmers!!
I am currently making a game and I use spherecast to detect if an object is visible to the camera.
I firstly used Raycast but you needed to look at the exact center of the object to output a result.
Now my spherecast is working good but not for all resolutions.I mean the radius stays the same
but the resolution of the screen might be different and the spherecast will not work properly

    var hit : RaycastHit;
    
    var rayOrigin : Ray = Camera.main.ScreenPointToRay(Vector3( Screen.width * 0.5, Screen.height * 0.5, 0));
    
    var sphereRadius : float = 9.0;
    
    if (Physics.SphereCast (rayOrigin, sphereRadius, hit, 200)) {
  		if(hit.collider.gameObject.name == "Object561"){
  			Debug.Log("Hitted collider");
  		}
    }

Is there anyway to make a cast work for all screen resolutions?!

SOLVED :
Use : renderer.isVisible
and it will work as camera sees it

Why using the spherecast when this is available:

I tried using that and used print to see if it works but it kept sending messages without stopping even though i was not seeing it

Nevermind i got it solved by using renderer.isVisible

This thread can close :slight_smile:
Thanks Marrrk for your reply :slight_smile: