Draw XXL documentation


Draw Basics 2D.BezierSpline(...);

Draw a bezier spline by stringing together single spline segments.

Green parameters are required. Yellow parameters are optional, but have to be supplied in order.


static void DrawBasics2D.BezierSpline(...);

Code snippet names: drawBezierSpline2D_goArray and drawBezierSpline2D_goArray_func.

Parameters:
Type Parameter Name Description
GameObject[] points
Color color
BezierPosInterpretation interpretationOfArray
string text
float width
bool closeGapFromEndToStart
int straightSubDivisionsPerSegment
float custom_zPos The z position of the XY-plane inside which the thing is drawn. The default value is "infinity", which falls back to DrawBasic2D.Default_zPos_forDrawing.
float textSize
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.
bool hiddenByNearerObjects This specifies if the drawn thing will get hidden if other geometry is in front of it or if it shines through. It is the same as the depthTest parameter of Unitys Debug.DrawLine(). Not all drawing methods support toggling this in the same way. For some methods the lines are fully hidden, for others the hidden lines shimmer through. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.


static void DrawBasics2D.BezierSpline(...);

Code snippet names: drawBezierSpline2D_goList and drawBezierSpline2D_goList_func.

Parameters:
Type Parameter Name Description
List points List of GameObjects
Color color
BezierPosInterpretation interpretationOfList
string text
float width
bool closeGapFromEndToStart
int straightSubDivisionsPerSegment
float custom_zPos The z position of the XY-plane inside which the thing is drawn. The default value is "infinity", which falls back to DrawBasic2D.Default_zPos_forDrawing.
float textSize
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.
bool hiddenByNearerObjects This specifies if the drawn thing will get hidden if other geometry is in front of it or if it shines through. It is the same as the depthTest parameter of Unitys Debug.DrawLine(). Not all drawing methods support toggling this in the same way. For some methods the lines are fully hidden, for others the hidden lines shimmer through. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.


static void DrawBasics2D.BezierSpline(...);

Code snippet names: drawBezierSpline2D_trArray and drawBezierSpline2D_trArray_func.

Parameters:
Type Parameter Name Description
Transform[] points
Color color
BezierPosInterpretation interpretationOfArray
string text
float width
bool closeGapFromEndToStart
int straightSubDivisionsPerSegment
float custom_zPos The z position of the XY-plane inside which the thing is drawn. The default value is "infinity", which falls back to DrawBasic2D.Default_zPos_forDrawing.
float textSize
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.
bool hiddenByNearerObjects This specifies if the drawn thing will get hidden if other geometry is in front of it or if it shines through. It is the same as the depthTest parameter of Unitys Debug.DrawLine(). Not all drawing methods support toggling this in the same way. For some methods the lines are fully hidden, for others the hidden lines shimmer through. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.


static void DrawBasics2D.BezierSpline(...);

Code snippet names: drawBezierSpline2D_trList and drawBezierSpline2D_trList_func.

Parameters:
Type Parameter Name Description
List points List of Transforms
Color color
BezierPosInterpretation interpretationOfList
string text
float width
bool closeGapFromEndToStart
int straightSubDivisionsPerSegment
float custom_zPos The z position of the XY-plane inside which the thing is drawn. The default value is "infinity", which falls back to DrawBasic2D.Default_zPos_forDrawing.
float textSize
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.
bool hiddenByNearerObjects This specifies if the drawn thing will get hidden if other geometry is in front of it or if it shines through. It is the same as the depthTest parameter of Unitys Debug.DrawLine(). Not all drawing methods support toggling this in the same way. For some methods the lines are fully hidden, for others the hidden lines shimmer through. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.


static void DrawBasics2D.BezierSpline(...);

Code snippet names: drawBezierSpline2D_vecArray and drawBezierSpline2D_vecArray_func.

Parameters:
Type Parameter Name Description
Vector2[] points
Color color
BezierPosInterpretation interpretationOfArray
string text
float width
bool closeGapFromEndToStart
int straightSubDivisionsPerSegment
float custom_zPos The z position of the XY-plane inside which the thing is drawn. The default value is "infinity", which falls back to DrawBasic2D.Default_zPos_forDrawing.
float textSize
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.
bool hiddenByNearerObjects This specifies if the drawn thing will get hidden if other geometry is in front of it or if it shines through. It is the same as the depthTest parameter of Unitys Debug.DrawLine(). Not all drawing methods support toggling this in the same way. For some methods the lines are fully hidden, for others the hidden lines shimmer through. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.


static void DrawBasics2D.BezierSpline(...);

Code snippet names: drawBezierSpline2D_vecList and drawBezierSpline2D_vecList_func.

Parameters:
Type Parameter Name Description
List points List of Vector2
Color color
BezierPosInterpretation interpretationOfList
string text
float width
bool closeGapFromEndToStart
int straightSubDivisionsPerSegment
float custom_zPos The z position of the XY-plane inside which the thing is drawn. The default value is "infinity", which falls back to DrawBasic2D.Default_zPos_forDrawing.
float textSize
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.
bool hiddenByNearerObjects This specifies if the drawn thing will get hidden if other geometry is in front of it or if it shines through. It is the same as the depthTest parameter of Unitys Debug.DrawLine(). Not all drawing methods support toggling this in the same way. For some methods the lines are fully hidden, for others the hidden lines shimmer through. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.