start | Point in world space where the line should start. |
end | Point in world space where the line should end. |
color | Color of the line. |
duration | How long the line should be visible for. |
depthTest | Should the line be obscured by objects closer to the camera? |
Draws a line between specified start and end points.
The line will be drawn in the Game view of the editor when the game is running and the gizmo drawing is enabled. The line will also be drawn in the Scene when it is visible in the Game view. Leave the game running and showing the line. Switch to the Scene view and the line will be visible.
The duration
is the time (in seconds) for which the line will be visible after it is first displayed. A duration of zero shows the line for just one frame.
Note: This is for debugging playmode only. Editor gizmos should be drawn with Gizmos.Drawline or Handles.DrawLine instead.
// Frame update example: Draws a red line from the world-space origin to the point (1, 0, 0) for 1 frame. function Update () { Debug.DrawLine (Vector3.zero, Vector3 (1, 0, 0), Color.red); }
using UnityEngine;
public class ExampleScript : MonoBehaviour { void Start() { // draw a 5-unit white line from the origin for 2.5 seconds Debug.DrawLine(Vector3.zero, new Vector3(5, 0, 0), Color.white, 2.5f); }
private float q = 0.0f;
void FixedUpdate() { // always draw a 5-unit colored line from the origin Color color = new Color(q, q, 1.0f); Debug.DrawLine(Vector3.zero, new Vector3(0, 5, 0), color); q = q + 0.01f;
if (q > 1.0f) { q = 0.0f; } } }
// Event callback example: Debug-draw all contact points and normals for 2 seconds. function OnCollisionEnter(collision : Collision) { for (var contact : ContactPoint in collision.contacts) { Debug.DrawLine(contact.point, contact.point + contact.normal, Color.green, 2, false); } }
no example available in C#
Did you find this page useful? Please give it a rating: