start | 应作为该直线起始点的世界空间中的点。 |
end | 应作为该直线结束点的世界空间中的点。 |
color | 该直线的颜色。 |
duration | 该直线的可见长度应为多长。 |
depthTest | 该直线是否应被靠近此摄像机的对象遮挡? |
在指定的起始点与结束点之间绘制一条直线。
当游戏正在运行并且启用辅助图标绘图时,将在 Editor 的游戏视图中绘制直线。当直线在游戏视图中可见时,还会在场景中绘制该直线。让游戏运行并显示直线。切换到场景视图,该直线将可见。duration
是在第一次显示该直线后该直线可见的时间长短(单位为秒)。如果持续时间为零,则该直线仅显示一帧。
注意:这仅用于调试播放模式。应改用 Gizmos.Drawline 或 Handles.DrawLine 来绘制 Editor 辅助图标。
using UnityEngine;
public class ExampleScript : MonoBehaviour { void Start() { // draw a 5-unit white line from the origin for 2.5 seconds Debug.DrawLine(Vector3.zero, new Vector3(5, 0, 0), Color.white, 2.5f); }
private float q = 0.0f;
void FixedUpdate() { // always draw a 5-unit colored line from the origin Color color = new Color(q, q, 1.0f); Debug.DrawLine(Vector3.zero, new Vector3(0, 5, 0), color); q = q + 0.01f;
if (q > 1.0f) { q = 0.0f; } } }
using UnityEngine;
public class Example : MonoBehaviour { // Event callback example: Debug-draw all contact points and normals for 2 seconds. void OnCollisionEnter(Collision collision) { foreach (ContactPoint contact in collision.contacts) { Debug.DrawLine(contact.point, contact.point + contact.normal, Color.green, 2, false); } } }
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