Version: 2017.4
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TrailRenderer.minVertexDistance

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public var minVertexDistance: float;
public float minVertexDistance;

Description

Set the minimum distance the trail can travel before a new vertex is added to it.

Smaller values with give smoother trails, consisting of more vertices, but costing more performance.

#pragma strict
public var minVertexDistance: float = 0.5f;
private var tr: TrailRenderer;
function Start() {
	tr = GetComponent.<TrailRenderer>();
	tr.material = new Material(Shader.Find("Sprites/Default"));
}
function Update() {
	tr.minVertexDistance = minVertexDistance;
	tr.transform.position = new Vector3(Mathf.Sin(Time.time * 1.51f) * 7.0f, Mathf.Cos(Time.time * 1.27f) * 4.0f, 0.0f);
}
function OnGUI() {
	GUI.Label(new Rect(25, 20, 200, 30), "Vertex Distance");
	minVertexDistance = GUI.HorizontalSlider(new Rect(165, 25, 200, 30), minVertexDistance, 0.1f, 5.0f);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public float minVertexDistance = 0.5f; private TrailRenderer tr;

void Start() { tr = GetComponent<TrailRenderer>(); tr.material = new Material(Shader.Find("Sprites/Default")); }

void Update() { tr.minVertexDistance = minVertexDistance; tr.transform.position = new Vector3(Mathf.Sin(Time.time * 1.51f) * 7.0f, Mathf.Cos(Time.time * 1.27f) * 4.0f, 0.0f); }

void OnGUI() { GUI.Label(new Rect(25, 20, 200, 30), "Vertex Distance"); minVertexDistance = GUI.HorizontalSlider(new Rect(165, 25, 200, 30), minVertexDistance, 0.1f, 5.0f); } }