* 1. The lines are drawn in the Game window, not the Scene editor window. * 2. A "width" option is provided - allowing the user to choose the width in pixels of the line drawn. * 3. The "depthTest" parameter in the Debug.DrawLine() and Debug.DrawRay() functions is unavailable;...
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 ...
vertices[next] * size * 0.5f, Color.green); // 顶部边框线 Debug.DrawLine(vertices[i + 4] * size * 0.5f, vertices[next + 4] * size * 0.5f, Color.green); // 垂直边框线 Debug.DrawLine(vertices[i] * size * 0.5f, vertices[i + 4] * size * 0.5f, Color.green); } } } ...
Handles.DrawLine public static void DrawLine (Vector3 p1, Vector3 p2); 描述 绘制一条从 p1 到p2 的线。Draw Line in the Scene View.// Draw lines to the connected game objects that a script has. // if the target object doesnt have any game objects attached // then it draws a line ...
开启了StaticBatching结果还是发生了多次DrawCall,那是不是没优化?——虽然不能保证一定降低DrawCall,但是它避免了 render state change(在同一个StaticBatch内的DrawCalls的GPU state不变),因为真正费时的是【CPU设置渲染状态然后向GPU提交Draw Call】 Link:https://thegamedev.guru/unity-p ...
DrawWireDisc(lastPoint, Vector3.up, interval); Handles.Label(recordPoints[1], $"间隔: {interval}m", textStyle); Handles.color = Color.blue; Handles.DrawLine(lastPoint, recordPoints[1]); } private Quaternion LockRotation(Quaternion quaternion) { if (lockX) { quaternion.x = 0; } if (...
version: 6.1.2 DrawLineは「線を描画します」(DrawLine() | Interface IGraphics | GameCanvas)という基本的な関数ですが、線分を描画するのみで「直線」を描画することができません。 ソースコードを確認すると、線分を弾いているようです。 // todo: 直線の描画と書くの
Like Debug.DrawLine in Game view. KDTree - Fast KDTree for Unity, with thread-safe querying. GameViewSizeChanger - Unity GameView Changer. Unity Safe Area Canvas - An asset for adjusting the size automatically and preview in Editor. EncodeToTGA - Texture2D.EncodeToTGA (Unity) PickleBuilder...
//This function will display gizmo in Scene and will not display in Game voidOnDrawGizmos() { //If showPath is false, return if(!showPath)return; //Draw the path line for(inti = 0; i < wayPoints.Length; i++ ) { if(i + 1 < wayPoints.Length) { ...
publicclassDrawLineScripts : MonoBehaviour { //得到带有LineRender物体对象 [Tooltip("The GameObject of LineObject")] publicGameObject lineRenderer; //定义一个公共类来存储初始化成成的物体对象 [Tooltip("The number of instantiate LineObject")]