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Handles.DrawAAPolyLine

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

Parameters

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[];