LineRenderer.SetPosition

function SetPosition (index : int, position : Vector3) : void

Description

Set the position of the vertex in the line.

See Also: SetVertexCount function.

JavaScript
    // Creates a line renderer that follos a Sin() function
// and animates it.
var c1 : Color = Color.yellow;
var c2 : Color = Color.red;
var lengthOfLineRenderer : int = 20;
function Start() {
var lineRenderer : LineRenderer = gameObject.AddComponent(LineRenderer);
lineRenderer.material = new Material (Shader.Find("Particles/Additive"));
lineRenderer.SetColors(c1, c2);
lineRenderer.SetWidth(0.2,0.2);
lineRenderer.SetVertexCount(lengthOfLineRenderer);
}
function Update() {
var lineRenderer : LineRenderer = GetComponent(LineRenderer);
for(var i : int = 0; i < lengthOfLineRenderer; i++) {
var pos : Vector3 = Vector3(i * 0.5, Mathf.Sin(i + Time.time), 0);
lineRenderer.SetPosition(i, pos);
}
}

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
public Color c1 = Color.yellow;
public Color c2 = Color.red;
public int lengthOfLineRenderer = 20;
void Start() {
LineRenderer lineRenderer = gameObject.AddComponent<LineRenderer>();
lineRenderer.material = new Material(Shader.Find("Particles/Additive"));
lineRenderer.SetColors(c1, c2);
lineRenderer.SetWidth(0.2F, 0.2F);
lineRenderer.SetVertexCount(lengthOfLineRenderer);
}
void Update() {
LineRenderer lineRenderer = GetComponent<LineRenderer>();
int i = 0;
while (i < lengthOfLineRenderer) {
Vector3 pos = new Vector3(i * 0.5F, Mathf.Sin(i + Time.time), 0);
lineRenderer.SetPosition(i, pos);
i++;
}
}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

public c1 as Color = Color.yellow

public c2 as Color = Color.red

public lengthOfLineRenderer as int = 20

def Start():
lineRenderer as LineRenderer = gameObject.AddComponent[of LineRenderer]()
lineRenderer.material = Material(Shader.Find('Particles/Additive'))
lineRenderer.SetColors(c1, c2)
lineRenderer.SetWidth(0.2F, 0.2F)
lineRenderer.SetVertexCount(lengthOfLineRenderer)

def Update():
lineRenderer as LineRenderer = GetComponent[of LineRenderer]()
i as int = 0
while i < lengthOfLineRenderer:
pos as Vector3 = Vector3((i * 0.5F), Mathf.Sin((i + Time.time)), 0)
lineRenderer.SetPosition(i, pos)
i++