Draw XXL documentation


Draw Basics.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 DrawBasics.BezierSpline(...);

Code snippet names: drawBezierSpline_goArray and drawBezierSpline_goArray_func.

Parameters:
Type Parameter Name Description
GameObject[] points
Color color
BezierPosInterpretation interpretationOfArray
string text
float width
bool closeGapFromEndToStart
int straightSubDivisionsPerSegment
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.BezierSpline(...);

Code snippet names: drawBezierSpline_goList and drawBezierSpline_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 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.BezierSpline(...);

Code snippet names: drawBezierSpline_trArray and drawBezierSpline_trArray_func.

Parameters:
Type Parameter Name Description
Transform[] points
Color color
BezierPosInterpretation interpretationOfArray
string text
float width
bool closeGapFromEndToStart
int straightSubDivisionsPerSegment
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.BezierSpline(...);

Code snippet names: drawBezierSpline_trList and drawBezierSpline_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 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.BezierSpline(...);

Code snippet names: drawBezierSpline_vecArray and drawBezierSpline_vecArray_func.

Parameters:
Type Parameter Name Description
Vector3[] points
Color color
BezierPosInterpretation interpretationOfArray
string text
float width
bool closeGapFromEndToStart
int straightSubDivisionsPerSegment
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.BezierSpline(...);

Code snippet names: drawBezierSpline_vecList and drawBezierSpline_vecList_func.

Parameters:
Type Parameter Name Description
List points List of Vector3
Color color
BezierPosInterpretation interpretationOfList
string text
float width
bool closeGapFromEndToStart
int straightSubDivisionsPerSegment
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.