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CloseSet the position of the vertex in the line.
See Also: SetVertexCount function.
// 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 ExampleClass : 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 public class ExampleClass(MonoBehaviour): public c1 as Color = Color.yellow public c2 as Color = Color.red public lengthOfLineRenderer as int = 20 def Start() as void: 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() as void: 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++