Check if any part of Node3D is within a certain part of screen?

I’m not sure how setting a different boundary shape would accomplish what I’m describing. Now that I’m home I can make a quick diagram in Blender to better explain myself:

The cylinder is the player and the cone is the Camera3D, hovering in the air x meters above them and y meters in front of them.

If I have a SpringArm3D at the intersection of x and y, and the player moves in the direction of the green arrow (i.e. toward the Camera3D and Wall A), won’t the Camera3D will hit Wall A and stop moving, letting the player keep moving another y meters toward Wall A and go underneath its field of vision?

The way I’d imagine solving this is to have an invisible wall behind wall A to handle the Camera3D collision, rather than using the real wall. I’m not sure if the correct offset would be y meters, or maybe the length of the hypotenuse of x and y (which would be y × cos(30°) iirc), but that’s where the trigonometry would come in.

Sorry I’ve been talking your ear off in this thread; I’ve been using it to try and work through the problem. :sweat_smile: