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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.

The following example uses DrawAAPolyLine to draw a line between a number of objects in the Scene view. To use this example, save the following script in the Assets/Editor folder:


        
using UnityEngine;
using UnityEditor;

[CustomEditor( typeof( DrawConnectedLine ) )] public class DrawConnectedLineEditor : Editor { // 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

void OnSceneGUI( ) { DrawConnectedLine t = target as DrawConnectedLine;

if( t == null || t.GameObjects == null ) return;

Vector3[] positions = new Vector3[t.GameObjects.Length];

for( int i = 0; i < t.GameObjects.Length; i++ ) { if( t.GameObjects[i] != null ) positions[i] = t.GameObjects[i].transform.position; else positions[i] = Vector3.zero; }

Handles.DrawAAPolyLine( positions ); } }

...and attach the following script to a GameObject in the Scene. Drag and drop GameObjects onto the GameObjects array inspector, corresponding to the objects where you would like to see the line drawn between:


        
using UnityEngine;

[ExecuteInEditMode] public class DrawConnectedLine : MonoBehaviour { public GameObject[] GameObjects; }