Version: Unity 6 Beta (6000.0)
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  • C#

Debug.DrawLine

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Declaration

public static void DrawLine(Vector3 start, Vector3 end, Color color = Color.white, float duration = 0.0f, bool depthTest = true);

Parameters

start Point in world space where the line should start.
end Point in world space where the line should end.
color Color of the line.
duration How long the line should be visible for.
depthTest Determines whether objects closer to the camera obscure the line.

Description

Draws a line between specified start and end points.

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.

If depthTest is set to true then the line will be obscured by other objects in the Scene that are nearer to the camera.

Note: This is for debugging playmode only. Editor gizmos should be drawn with Gizmos.Drawline or Handles.DrawLine instead.

using UnityEngine;

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 line from the origin Color color = new Color(q, q, 1.0f); Debug.DrawLine(Vector3.zero, new Vector3(0, 5, 0), color); q = q + 0.01f;

if (q > 1.0f) { q = 0.0f; } } }
using UnityEngine;

public class Example : MonoBehaviour { // Event callback example: Debug-draw all contact points and normals for 2 seconds. void OnCollisionEnter(Collision collision) { foreach (ContactPoint contact in collision.contacts) { Debug.DrawLine(contact.point, contact.point + contact.normal, Color.green, 2, false); } } }
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