DrawLine是给定起点和终点。DrawRay是给定起点和方向。不同情况下一个会比另一个更方便。Debug.DrawLine:Draws a line between specified start and end points.这才是你需要的,不是知乎,Unity - Scripting API:
Gizmos.DrawLine 绘制的线条颜色和材质是固定的,无法调整其粗细、透明度或使用自定义材质。 1、绘制网格 using UnityEngine; public class DrawGrid : MonoBehaviour { public float gridSize = 1.0f; // 网格单元的大小 public int gridSizeX = 10; // 网格的列数 public int gridSizeY = 10; // 网格的行...
如果只是简单的为了 Debug 的目的画线的话,建议使用Debug.DrawLine // draw a 5-unit white line from the origin for 2.5 secondsDebug.DrawLine(Vector3.zero,newVector3(5,0,0),Color.white,2.5f); 页面也写了 for debugging playmode only. LineRenderer LineRenderer正如它的界面所写: The line render...
其中,interval用来控制点与点之间的间距,然后利用GL完成点连线: void DrawLine() { if (!beginDraw) return; GL.PushMatrix(); GL.LoadOrtho(); lineMaterial.SetPass(0); GL.Begin(GL.LINES); for (int i = 0; i < posList.Count - 1; i++) { Vector3 pos = posList[i]; GL.Vertex3(pos....
2 2. 创建下图所示的脚本文件,并将其拖拽到MainCamera对象下 3 3. 打开步骤2创建的脚本文件,编辑代码如下图所示。using UnityEngine;using System.Collections;public class DrawLines : MonoBehaviour{public Material lineMat;public GameObject mainPoint;public GameObject[] points;//public void setvoid Draw...
OnDrawLine(); firstMouseDown = false; } //画线 private void OnDrawLine() { if (firstMouseDown == true) { positionCount = 0; //头坐标 headPosition = Camera.main.ScreenToViewportPoint(Input.mousePosition + new Vector3(0, 0, 11)); lastPosition = headPosition; } if (mouseDown == ...
, 0); } } /// <summary> /// MonoBehaviour 频调函数 /// </summary> public void OnRenderObject() { CreateLineMaterial(); // Apply the line material lineMaterial.SetPass(0); //DrawLines(); // GL 画线函数 //DrawLines(tmplist); DrawTriangle(tmplist...
public void OnDrawGizmosSelected() { Gizmos.DrawLine(Vector3.zero, new Vector3(0,3f,0)); } (3)Graphic.DrawMesh =1= 一般在Update/Fixed Update/LateUpdate里调用 =2= 实际屏幕和Scene窗口都能显示 =3= 可以设置材质 画Mesh Ok 代码语言:txt ...
voidFixedUpdate() { // always draw a 5-unit colored line from the originColorcolor = newColor(q, q, 1.0f);Debug.DrawLine(Vector3.zero, newVector3(0, 5, 0), color); q = q + 0.01f; if (q > 1.0f) { q = 0.0f; } } } ...