Set this to a value greater than 0, to get rounded corners on each end of the trail.
The value controls how many vertices are added to each end, where a higher value will give a smoother result.
no example available in JavaScript
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour {
public int numCapVertices = 0; public int numCornerVertices = 0; private TrailRenderer tr;
void Start() {
tr = GetComponent<TrailRenderer>(); tr.material = new Material(Shader.Find("Sprites/Default")); tr.minVertexDistance = 0.5f; }
void Update() {
tr.numCapVertices = numCapVertices; tr.numCornerVertices = numCornerVertices; tr.transform.position = new Vector3(Mathf.Sin(Time.time * 1.51f) * 7.0f, Mathf.Cos(Time.time * 1.27f) * 4.0f, 0.0f); }
void OnGUI() {
GUI.Label(new Rect(25, 20, 200, 30), "Num Cap Vertices"); numCapVertices = (int)GUI.HorizontalSlider(new Rect(165, 25, 200, 30), (float)numCapVertices, 0.0f, 20.0f);
GUI.Label(new Rect(25, 60, 200, 30), "Num Corner Vertices"); numCornerVertices = (int)GUI.HorizontalSlider(new Rect(165, 65, 200, 30), (float)numCornerVertices, 0.0f, 20.0f); } }