Handles.DrawAAPolyLine

static function DrawAAPolyLine (params points : Vector3[]) : void

static function DrawAAPolyLine (width : float, params points : Vector3[]) : void

static function DrawAAPolyLine (lineTex : Texture2D, params points : Vector3[]) : void

static function DrawAAPolyLine (width : float, actualNumberOfPoints : int, params points : Vector3[]) : void

static function DrawAAPolyLine (lineTex : Texture2D, width : float, params points : Vector3[]) : void

Parameters

NameDescription
lineTex The AA texture used for rendering. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel.
width The width of the line. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.
points List of points to build the line from.

Description

Draw anti-aliased line specified with point array and width.

Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.


Anti-Aliased line in the Scene View.

// Draw lines to the connected game objects that a script has.
// if the target object doesnt have any game objects attached
// then it draws a line from the Last checked object to 0,0,0

@CustomEditor (ConnectedAAPolyLine)
class ConnectedAAPolyLineHandle extends Editor {

var positions : Vector3[];

function OnSceneGUI () {
if(target.polyLineObjs.Length > 0)
positions = new Vector3[target.polyLinesObjs.Length];
for(var i = 0; i < target.polyLineObjs.Length; i++)
if(target.polyLineObjs[i])
positions[i] = target.polyLineObjs[i].transform.position;
else
positions[i] = Vector3.zero;
Handles.DrawAAPolyLine(positions);
}
}

And the script attached to this Handle:

//ConnectedAAPolyLine.js

var polyLineObjs : GameObject[];