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TrailRenderer.numCapVertices

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public var numCapVertices: int;
public int numCapVertices;

Description

Set this to a value greater than 0, to get rounded corners on each end of the trail.

The value controls how many vertices are added to each end, where a higher value will give a smoother result.

#pragma strict
public var numCapVertices: int = 0;
public var numCornerVertices: int = 0;
private var tr: TrailRenderer;
function Start() {
	tr = GetComponent.<TrailRenderer>();
	tr.material = new Material(Shader.Find("Sprites/Default"));
	tr.minVertexDistance = 0.5f;
}
function Update() {
	tr.numCapVertices = numCapVertices;
	tr.numCornerVertices = numCornerVertices;
	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), "Num Cap Vertices");
	numCapVertices = intGUI.HorizontalSlider(new Rect(165, 25, 200, 30), floatnumCapVertices, 0.0f, 20.0f);
	GUI.Label(new Rect(25, 60, 200, 30), "Num Corner Vertices");
	numCornerVertices = intGUI.HorizontalSlider(new Rect(165, 65, 200, 30), floatnumCornerVertices, 0.0f, 20.0f);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public int numCapVertices = 0; public int numCornerVertices = 0; private TrailRenderer tr;

void Start() { tr = GetComponent<TrailRenderer>(); tr.material = new Material(Shader.Find("Sprites/Default")); tr.minVertexDistance = 0.5f; }

void Update() { tr.numCapVertices = numCapVertices; tr.numCornerVertices = numCornerVertices; 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), "Num Cap Vertices"); numCapVertices = (int)GUI.HorizontalSlider(new Rect(165, 25, 200, 30), (float)numCapVertices, 0.0f, 20.0f);

GUI.Label(new Rect(25, 60, 200, 30), "Num Corner Vertices"); numCornerVertices = (int)GUI.HorizontalSlider(new Rect(165, 65, 200, 30), (float)numCornerVertices, 0.0f, 20.0f); } }