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LineRenderer.SetPositions

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public method SetPositions(positions: Vector3[]): void;
public void SetPositions(Vector3[] positions);

Parameters

positionsThe array of positions to set.

Description

Set the positions of all vertices in the line.

This method is preferred to SetPosition when setting all positions, as it is more efficient to set all positions using a single command than to set each position individually. Note that positionCount must be called before SetPositions. Also SetPositions ignores points with indices beyond positionCount.

See Also: positionCount property, SetPosition function.

#pragma strict
public var c1: Color = Color.yellow;
public var c2: Color = Color.red;
public var lengthOfLineRenderer: int = 20;
function Start() {
	var lineRenderer: LineRenderer = gameObject.AddComponent.<LineRenderer>();
	lineRenderer.material = new Material(Shader.Find("Particles/Additive"));
	lineRenderer.widthMultiplier = 0.2f;
	lineRenderer.positionCount = lengthOfLineRenderer;
	// A simple 2 color gradient with a fixed alpha of 1.0f.
	var alpha: float = 1.0f;
	var gradient: Gradient = new Gradient();
	gradient.SetKeys([new GradientColorKey(c1, 0.0f), new GradientColorKey(c2, 1.0f)], [new GradientAlphaKey(alpha, 0.0f), new GradientAlphaKey(alpha, 1.0f)]);
	lineRenderer.colorGradient = gradient;
}
function Update() {
	var lineRenderer: LineRenderer = GetComponent.<LineRenderer>();
	var points: var = new Vector3[lengthOfLineRenderer];
	var t: var = Time.time;
	for (var i: int = 0; i < lengthOfLineRenderer; i++) {
		points[i] = new Vector3(i * 0.5f, Mathf.Sin(i + t), 0.0f);
	}
	lineRenderer.SetPositions(points);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { // Creates a line renderer that follows a Sin() function // and animates it.

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.widthMultiplier = 0.2f; lineRenderer.positionCount = lengthOfLineRenderer;

// A simple 2 color gradient with a fixed alpha of 1.0f. float alpha = 1.0f; Gradient gradient = new Gradient(); gradient.SetKeys( new GradientColorKey[] { new GradientColorKey(c1, 0.0f), new GradientColorKey(c2, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(alpha, 0.0f), new GradientAlphaKey(alpha, 1.0f) } ); lineRenderer.colorGradient = gradient; }

void Update() { LineRenderer lineRenderer = GetComponent<LineRenderer>(); var points = new Vector3[lengthOfLineRenderer]; var t = Time.time; for (int i = 0; i < lengthOfLineRenderer; i++) { points[i] = new Vector3(i * 0.5f, Mathf.Sin(i + t), 0.0f); } lineRenderer.SetPositions(points); } }

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