| Image | Type | Parameter Name | Description |
|---|---|---|---|
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Vector3 | position | The position to highlight. |
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Color | markingCrossColor | The color of the marking cross. |
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float | sizeOfMarkingCross | The size of the marking cross. |
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Quaternion | rotation | An optional rotation of the marking cross. |
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float | markingCrossLinesWidth | The lines width for the marking cross lines. |
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string | text | An optional text tag to draw alongside the point visualization. |
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Color | textColor | The color of the text. |
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bool | pointer_as_textAttachStyle | This has only effect if the text parameter is used. The text can be written directly near beside the highlighted world position itself, or a pointer line offsets the text a little bit. |
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bool | drawCoordsAsText | Should the world position coordinate values be written onto each of the three (x, y and z) marking cross lines? |
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bool | hideZDir | In some setups (e.g. looking 2D-like along the z-axis) the z coordinate is not of interest and would only disturb a clear view. It can be hidden with this parameter, so that only a 2D marking cross with the x and y coordinate remains. |
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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. |
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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. |
| Image | Type | Parameter Name | Description |
|---|---|---|---|
![]() |
Vector3 | position | The position to highlight. |
![]() |
string | text | A text tag to draw alongside the point visualization. |
![]() |
Color | textColor | The color of the text. |
![]() |
float | sizeOfMarkingCross | The size of the marking cross. |
![]() |
float | markingCrossLinesWidth | The lines width for the marking cross lines. |
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Color | overwrite_markingCrossColor | The color of the marking cross. If it is left at the default value the red(x), green(y) and blue(z) are used for the different cross axes. |
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Quaternion | rotation | An optional rotation of the marking cross. |
![]() |
bool | pointer_as_textAttachStyle | This has only effect if the text parameter is used. The text can be written directly near beside the highlighted world position itself, or a pointer line offsets the text a little bit. |
![]() |
bool | drawCoordsAsText | Should the world position coordinate values be written onto each of the three (x, y and z) marking cross lines? |
![]() |
bool | hideZDir | In some setups (e.g. looking 2D-like along the z-axis) the z coordinate is not of interest and would only disturb a clear view. It can be hidden with this parameter, so that only a 2D marking cross with the x and y coordinate remains. |
![]() |
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. |