Green parameters are required. Yellow parameters are optional, but have to be supplied in order.
static void DrawBasics.BezierSegmentCubic(...);
Code snippet names: drawBezierSegmentCubic_go_go and drawBezierSegmentCubic_go_go_func.
Parameters:
Type
Parameter Name
Description
GameObject
startPositionAndDirection
GameObject
endPositionAndDirection
Color
color
string
text
float
width
int
straightSubDivisions
bool
closeGapFromEndToStart
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 DrawBasics.BezierSegmentCubic(...);
Code snippet names: drawBezierSegmentCubic_tr_tr and drawBezierSegmentCubic_tr_tr_func.
Parameters:
Type
Parameter Name
Description
Transform
startPositionAndDirection
Transform
endPositionAndDirection
Color
color
string
text
float
width
int
straightSubDivisions
bool
closeGapFromEndToStart
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 DrawBasics.BezierSegmentCubic(...);
Code snippet names: drawBezierSegmentCubic_go_go_go and drawBezierSegmentCubic_go_go_go_func.
Parameters:
Type
Parameter Name
Description
GameObject
startPosition
GameObject
endPosition
GameObject
controlPosOfStartDirection
GameObject
controlPosOfEndDirection
Color
color
string
text
float
width
int
straightSubDivisions
bool
closeGapFromEndToStart
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 DrawBasics.BezierSegmentCubic(...);
Code snippet names: drawBezierSegmentCubic_tr_tr_tr and drawBezierSegmentCubic_tr_tr_tr_func.
Parameters:
Type
Parameter Name
Description
Transform
startPosition
Transform
endPosition
Transform
controlPosOfStartDirection
Transform
controlPosOfEndDirection
Color
color
string
text
float
width
int
straightSubDivisions
bool
closeGapFromEndToStart
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 DrawBasics.BezierSegmentCubic(...);
Code snippet names: drawBezierSegmentCubic_vec and drawBezierSegmentCubic_vec_func.
Parameters:
Type
Parameter Name
Description
Vector3
startPosition
Vector3
endPosition
Vector3
controlPosOfStartDirection
Vector3
controlPosOfEndDirection
Color
color
string
text
float
width
int
straightSubDivisions
bool
closeGapFromEndToStart
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.