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Handles.DrawAAPolyLine

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public static function DrawAAPolyLine(params points: Vector3[]): void;
public static void DrawAAPolyLine(params Vector3[] points);
public static function DrawAAPolyLine(width: float, params points: Vector3[]): void;
public static void DrawAAPolyLine(float width, params Vector3[] points);
public static function DrawAAPolyLine(lineTex: Texture2D, params points: Vector3[]): void;
public static void DrawAAPolyLine(Texture2D lineTex, params Vector3[] points);
public static function DrawAAPolyLine(width: float, actualNumberOfPoints: int, params points: Vector3[]): void;
public static void DrawAAPolyLine(float width, int actualNumberOfPoints, params Vector3[] points);
public static function DrawAAPolyLine(lineTex: Texture2D, width: float, params points: Vector3[]): void;
public static void DrawAAPolyLine(Texture2D lineTex, float width, params Vector3[] points);

Parameters

lineTex The AA texture used for rendering. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel.
width The width of the line. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.
points List of points to build the line from.

Description

Draw anti-aliased line specified with point array and width.

Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.


Anti-Aliased 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 from the Last checked object to 0,0,0
	
	@CustomEditor (ConnectedAAPolyLine)
	class ConnectedAAPolyLineHandle extends Editor {
		
		var positions : Vector3[];
		
	    function OnSceneGUI () {
	    	if(target.polyLineObjs.Length > 0)
	    		positions = new Vector3[target.polyLinesObjs.Length];
	    	for(var i = 0; i < target.polyLineObjs.Length; i++)
	    		if(target.polyLineObjs[i])
	    			positions[i] = target.polyLineObjs[i].transform.position;
	    		else
	    			positions[i] = Vector3.zero;		
	    	Handles.DrawAAPolyLine(positions);
	    }
	}

And the script attached to this Handle:

	//ConnectedAAPolyLine.js
	
	var polyLineObjs : GameObject[];