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 | Should the line be obscured by objects closer to the camera? |
Draws a line between specified start and end points.
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.// Frame update example: Draws a red line from the world-space origin to the point (1, 0, 0) for 1 frame. function Update () { Debug.DrawLine (Vector3.zero, Vector3 (1, 0, 0), Color.red); }
using UnityEngine; using System.Collections; public class Example : MonoBehaviour { void Update() { Debug.DrawLine(Vector3.zero, new Vector3(1, 0, 0), Color.red); } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): def Update() as void: Debug.DrawLine(Vector3.zero, Vector3(1, 0, 0), Color.red)
// Event callback example: Debug-draw all contact points and normals for 2 seconds. function OnCollisionEnter(collision : Collision) { for (var contact : ContactPoint in collision.contacts) { Debug.DrawLine(contact.point, contact.point + contact.normal, Color.green, 2, false); } }
using UnityEngine; using System.Collections; public class Example : MonoBehaviour { void OnCollisionEnter(Collision collision) { foreach (ContactPoint contact in collision.contacts) { Debug.DrawLine(contact.point, contact.point + contact.normal, Color.green, 2, false); } } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): def OnCollisionEnter(collision as Collision) as void: for contact as ContactPoint in collision.contacts: Debug.DrawLine(contact.point, (contact.point + contact.normal), Color.green, 2, false)