Hello,
I'm using this action a lot in my project since it's a lot better than default VISIBLE/NOT VISIBLE actions which take the scene view into consideration too, so i can enter the play mode without maximizing the window and see what's happening outside the frustum.
I've got some objects that spawn outside frustum, start moving and upon entering the frustum activate their children, submodules etc. There are many reasons for that, from getting exact count of enemies on screen, over avoiding firing from outside the screen and finally for deactivating the object when it leaves the screen.
It served me well until today. I'm using a templated FSM for configuring the whole object which contains the aforementioned action that activates a set of states upon entering frustum, and deactivates them when the object exits. But, as i applied it to two new object today, they are detected as visible in frustum when they enter it and then, when they pass the few states (matter of few frames perhaps), they are immediately detected as not visible and deactivated. They basically don't even enter the frustum, it's like they hit the frustum edge and disappear.
The only difference between objects used before and these ones is speed. The ones set to 0.8f and 0.4f work as intended, but these are 0.2f.
Is it somehow possible that they are too slow and they somehow jitter around and enter and exit the frustum? I use translate with fixed update, so that shouldn't be a problem, but nothing else comes to my mind.