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The line will be drawn in the Game view of the editor when the game is running and the gizmo drawing is enabled. The line will also be drawn in the Scene when it is visible in the Game view. Leave the game running and showing the line. Switch to the Scene view and the line will be visible.
The duration is the time in seconds for which the line will be visible after it is first displayed. A duration of zero shows the line for just one frame. Note: This is for debugging playmode only.
Editor gizmos should be drawn with Gizmos. Drawline or Handles. DrawLine instead. Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker. Version: Language English. Scripting API. Suggest a change.
Drawing wireframe in the game
Submission failed For some reason your suggested change could not be submitted. Parameters start Point in world space where the line should start. Description Draws a line between specified start and end points. DrawLine Vector3. DrawLine contact. Publication Date: Discussion in ' Scripting ' started by gr33nl1nkFeb 8, Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links. Come check them out and ask our experts any questions!Unity Drawing Lines with Mouse Position - Line Renderer and Edge Collider
Drawing wireframe in the game Discussion in ' Scripting ' started by gr33nl1nkFeb 8, Joined: Dec 19, Posts: Can we draw wireframe in the game? Joined: Mar 28, Posts: 2, Quietus2Feb 8, Joined: Jul 19, Posts: 32, In the second link, the work is already done So you could put it on a circular mesh, and there's your circle.
If you want to draw the points yourself, here's another script. Eric5h5Feb 8, Ahh, that would be called a Gizmo, not a wireframe.
If you want to do this in the game inside a running editor you can use the Gizmo Class. If you want to do it in a deployed game outside of an editor it gets a bit more complicated, but is still quite doable.
If you have Unity Pro, you can use GL. LINES do draw your gizmo. Perhaps the simplest method would be to instance multiple FBX circles with colliders as your gizmos.I will avoid making a custom Editor script by any means necessary. Did you know you can easily draw your own Gizmos for the scene view using a simple magic method? In my OnDrawGizmos function, all I did was loop through all child nodes and draw 9 lines for each.
Why 9? Well, one line is to connect the two, and the 8 remaining lines are to draw the little arrow thing. ArrowCap to do the arrow drawing, but I like the wireframe look. In the sample code below, you can see the rough structure and a good one to handle the drawing you see above. Label Vector3, string method.
Just put the place you want the text to appear as the first argument, and the text you want to display in the second.
Debug.DrawRay() does not draw rays in game view
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Log in Create a Unity ID. Unity Forum. Forums Quick Links. Come check them out and ask our experts any questions! Joined: Feb 6, Posts: Here is the relevant code: Code csharp :.
Update. DrawRay this. Last edited: Aug 2, MiaoBolverkAug 2, Joined: Jul 11, Posts: You can't see the ray in GameView. Instead you can use a LineRenderer. LilFireAug 2, Joined: Feb 26, Posts: 2, For example, this works just fine in editor's game view if Gizmos button is pressed: Code csharp :. DrawRay ray. Joined: Apr 29, Posts: 7, Debug is designed for debug purposes, in development.
Given point A with coordinates x,y I draw n lines where the i-th line has the coordinates named as xi,yi. Given the LineRenderer capabilities inside Unity3D I was unable to draw more than one line from a particular point with it since it renders only polylines. I'm currently using the Debug. DrawLine method which successfully renders the line.
I have tried using GL. Begin as it is shown in the Unity example but I cannot see my lines being drawn. My question is : are there any other methods for doing this? If not, can you tell me how can I show the line that is being drawn with Debug.
DrawLine inside play mode? I've saw that I could use Gizmos. DrawLine but I didn't quite understand it's usage. The line thickness will always be 1px on screen and there is no option to change it. There will also be no shadows.
The GL method calls are executed immediately so you need to make sure to call them after the camera has already rendered. Attaching the script to the camera and using Camera. OnPostRender works good for rendering in the game window. To get them to show in the editor, you can use MonoBehaviour. Here is a full script that attaches all of the given points to the main point. There are some instructions in the comments of the code to get it set up right and about what is going on.
Further note on shadows: I explored using a geometry shader to make shadows but since the GL calls run immediately, they are not in the normal rendering pipeline and AutoLight.
If you need to change the line thickness and want to have realistic shadows. Just use a cylinder mesh and scale the height. Here is a script that will make a cylinder to connect each point to the main point. Place it on a empty game object and fill in the parameters. It will hold all of the extra connecting objects. Going off of MadLittleMod's answerhere another version using Cube based lines tris: 12 instead of Cylinder based lines tris: 80 :. Sign up to join this community. The best answers are voted up and rise to the top.
How to correctly draw a line in Unity Ask Question. Asked 5 years, 6 months ago. Active 4 years ago. Viewed 63k times.Discussion in ' Scripting ' started by AlexGJul 9, Search Unity.
Log in Create a Unity ID. Unity Forum. Forums Quick Links. Come check them out and ask our experts any questions! Joined: Jul 7, Posts: Hey there, I'm trying to draw a line from one point to another in the world in the game view. Code csharp :. DrawLine p1 : Vector3, p2 Vector3. AlexGJul 9, Joined: Jul 4, Posts: 1, I guess editors and class scripts are meant to be only used while editing scenes with unity. For example, you gave a gameObject called Debugger, it contains functions and displays sentences in your console or on the screen.
You may want to remove it before building. But what if you forget and build your project? Giving it a tag EditorOnly mean it will only exist and works while using Unity 3D. To accomplish your goals, maybe a line renderer could do it? AkilaeTribeJul 9, Thanks for the reply.Ashkan just leave the question open til the deadline. I'm reluctantly forced to agree.
Plus, I can't wait to see Lipis's answer, I'm sure it's almost done. GizmoType '. Any solutions? Here is my Gizmo solution in action. This is a full working gizmos and you are able to change PositionRotation and Scale of the any object during run-time. Feel free to download the source code and if you have any question drop a line in the comments.
Ashkan Just let me know if thats what you were looking for? Dang - way better than mine. I had to open my mouth Cyclops it's easier than you think. Lipismaybe easy for you, but I always seem to do things the hard way Well, I have written a basic implementation of a faked run-time version of a three-axis Location Gizmo that allows you to - click on an axis to move an object along the chosen axis try saying that three times fast Turned out to be a lot harder than I expected when I started - I thought, "okay, first I need to draw three orthogonal lines", and things went down-hill from there.
Who knew drawing a line was that hard? Then attach a mouse-down script to each axis, that moves both the Gizmo object and its Parent object as long as the mouse is held down. It's not a true mouse-drag, which would have been a lot more work, and this was plenty as it is.
When the game starts, the script creates the Gizmo onto the object. You could also build it into a GUI, such that the script is attached to an object you clicked on - but again, that's another metric ton of work. As I said, this is a basic implementation of a single Gizmo type specifically the 3-axis Move Gizmo. But it demonstrates all the programming techniques that you would use for others, such as the Rotation Gizmo. Fake Gizmo Demo.
Glad you liked it. If you want a full, professional implementation, then we're talking hourly rates. Cyclops I didn't manage to see your solution in action. Here's a start, by using the GL. I've got as far as the actual lines drawing, however not the ability to select them. Something tells me that will require a lot more code. Place this script onto your camera, then drag the target for the handle into the target slot.
This also handles local and global direction handles with a drop down on the script, and you can change the length of the handles with the handleLength variable. From here you should get a good idea on how to draw lines in the same fashion handles are drawn, but in runtime. If you want to try and draw the cones on the end, use GL.
You may need to do some matrix maths to get them looking right however. I have taken your approach and finalized it. Currently its on the second page of these answers, so I am leaving a comment here so people know. I have taken Murchos answer approach of using the GL class and made a decent replica of the unity editor transform gizmo.