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Debug.DrawRay

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public static function DrawRay(start: Vector3, dir: Vector3, color: Color = Color.white, duration: float = 0.0f, depthTest: bool = true): void;
public static void DrawRay(Vector3 start, Vector3 dir, Color color = Color.white, float duration = 0.0f, bool depthTest = true);

Parameters

startPoint in world space where the ray should start.
dirDirection and length of the ray.
colorColor of the drawn line.
durationHow long the line will be visible for (in seconds).
depthTestShould the line be obscured by other objects closer to the camera?

Description

Draws a line from start to start + dir in world coordinates.

The duration parameter determines how long the line will be visible after the frame it is drawn. If duration is 0 (the default) then the line is rendered 1 frame.

If depthTest is set to true then the line will be obscured by other objects in the scene that are nearer to the camera.

The line will be drawn in the scene view of the editor. If gizmo drawing is enabled in the game view, the line will also be drawn there.

	// Frame update example: Draws a 10 meter long green line from the position for 1 frame.
	function Update () {
		var forward : Vector3 = transform.TransformDirection(Vector3.forward) * 10;
		Debug.DrawRay (transform.position, forward, Color.green);
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Update() { Vector3 forward = transform.TransformDirection(Vector3.forward) * 10; Debug.DrawRay(transform.position, forward, Color.green); } }
	
	// 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.DrawRay(contact.point, contact.normal, Color.green, 2, false);
		}
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void OnCollisionEnter(Collision collision) { foreach (ContactPoint contact in collision.contacts) { Debug.DrawRay(contact.point, contact.normal, Color.green, 2, false); } } }