Debug.DrawRay
static function DrawRay(start: Vector3, dir: Vector3, color: Color = Color.white, duration: float = 0.0f, depthTest: bool = true): void;
static void DrawRay(Vector3 start, Vector3 dir, Color color = Color.white, float duration = 0.0f, bool depthTest = true);
static def DrawRay(start as Vector3, dir as Vector3, color as Color = Color.white, duration as float = 0.0f, depthTest as bool = true) as void
Parameters

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?
Description

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.
	// 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;
using System.Collections;

public class Example : MonoBehaviour {
    void Update() {
        Vector3 forward = transform.TransformDirection(Vector3.forward) * 10;
        Debug.DrawRay(transform.position, forward, Color.green);
    }
}
import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

	def Update() as void:
		forward as Vector3 = (transform.TransformDirection(Vector3.forward) * 10)
		Debug.DrawRay(transform.position, forward, Color.green)

	
	// 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.DrawRay(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.DrawRay(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.DrawRay(contact.point, contact.normal, Color.green, 2, false)