start | Point in world space where the ray should start. |
dir | Direction and length of the ray. |
color | Color of the drawn line. |
duration | How long the line will be visible for (in seconds). |
depthTest | Should the line be obscured by other objects closer to the camera? |
Draws a line from start
to start
+ dir
in world coordinates.
The duration
parameter determines how long the line will be visible after the frame it is drawn. If duration is 0 (the default) then the line is rendered 1 frame.
If depthTest
is set to true then the line will be obscured by other objects in the scene that are nearer to the camera.
The line will be drawn in the scene view of the editor. If gizmo drawing is enabled in the game view, the line will also be drawn there.
#pragma strict public class Example extends MonoBehaviour { // Frame update example: Draws a 10 meter long green line from the position for 1 frame. function Update() { var forward: Vector3 = transform.TransformDirection(Vector3.forward) * 10; Debug.DrawRay(transform.position, forward, Color.green); } }
using UnityEngine;
public class Example : MonoBehaviour { // Frame update example: Draws a 10 meter long green line from the position for 1 frame. void Update() { Vector3 forward = transform.TransformDirection(Vector3.forward) * 10; Debug.DrawRay(transform.position, forward, Color.green); } }
#pragma strict public class Example extends MonoBehaviour { // Event callback example: Debug-draw all contact points and normals for 2 seconds. function OnCollisionEnter(collision: Collision) { Debug.DrawRay(collision.contacts[0].point, collision.contacts[0].normal, Color.green, 2, false); } }
using UnityEngine;
public class Example : MonoBehaviour { // Event callback example: Debug-draw all contact points and normals for 2 seconds. void OnCollisionEnter(Collision collision) { Debug.DrawRay(collision.contacts[0].point, collision.contacts[0].normal, Color.green, 2, false); } }