Version: 5.4 (switch to 5.5b)
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.


Suggest a change


Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.


Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.



Switch to Manual
public function SetPosition(index: int, position: Vector3): void;
public void SetPosition(int index, Vector3 position);



Set the position of the vertex in the line.

See Also: SetVertexCount function.

See Also: SetPositions function.

	// Creates a line renderer that follows a Sin() function
	// and animates it.

var c1 : Color = Color.yellow; var c2 : Color =; 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>(); var t = Time.time; for(var i : int = 0; i < lengthOfLineRenderer; i++) { var pos : Vector3 = Vector3(i * 0.5, Mathf.Sin(i + t), 0); lineRenderer.SetPosition(i, pos); } }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Color c1 = Color.yellow; public Color c2 =; 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>(); float t = Time.time; int i = 0; while (i < lengthOfLineRenderer) { Vector3 pos = new Vector3(i * 0.5F, Mathf.Sin(i + t), 0); lineRenderer.SetPosition(i, pos); i++; } } }