I understand that CalculateFrustumPlanes() in Unity3D returns an array of Plane objects, each representing a different frustum plane, but I can’t find any documentation to suggest which element is which?
for example
[0] = Front [1] = Back
etc.
I need to calculate whether a point in space (like the centre point of a Bounding volume) is in the camera frustum, for a Quad tree system.
I got this arrangement:
[0] = Left
[1] = Right
[2] = Down
[3] = Up
[4] = Near
[5] = Far
All normals point towards the inside of the frustum
The answer proved by AlwaysSunny above recommends checking the normal of each plane against the camera’s forward.
Unfortunately, the near and far planes have the same forward 
The easiest solution I have found is to move each plane along the normal. Then I look at the location of the plane relative to the camera’s position while the camera is at a zeroed rotational position:
GameObject[] frustumBounginObjects = new GameObject[6];
public void CreateScreenBoundingObjects ()
{
Camera cam = Camera.main;
Plane[] frustumPlanes = GeometryUtility.CalculateFrustumPlanes(cam);
for (int i=0; i < frustumPlanes.Length; ++i)
{
frustumBounginObjects *= GameObject.CreatePrimitive(PrimitiveType.Plane);*
frustumBounginObjects.transform.position = -frustumPlanes_.normal * frustumPlanes*.distance;
// Which plane?
if(frustumBounginObjects.transform.position.y > 0) // Top?
{
frustumBounginObjects.name = “Top”;
}
else if(frustumBounginObjects.transform.position.y < 0) // Bottom?
{
frustumBounginObjects.name = “Bottom”;
}
else if(frustumBounginObjects.transform.position.x > 0) // Right?
{
frustumBounginObjects.name = “Right”;
}
else if(frustumBounginObjects.transform.position.x < 0) // Left?
{
frustumBounginObjects.name = “Left”;
}
else if(frustumBounginObjects.transform.position.z > Camera.main.nearClipPlane) // Far?
{
frustumBounginObjects.name = “Far”;
}
else // Near?
{
frustumBounginObjects.name = “Near”;
}*_
_ frustumBounginObjects*.name += "Plane ";
}
}*_
The answer to this question is now described in the unity documentation , including a script that creates planes in the correct positions. Either way the answer from @MrEastwood is correct so you should mark it as solved.