Draw XXL documentation


Draw Engine Basics.Bounds(...);

Draws the bounds of a mesh.

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


static void DrawEngineBasics.Bounds(...);

Code snippet names: drawBounds_go and drawBounds_go_func.

Parameters:
Type Parameter Name Description
GameObject gameObject The gameobject that carries the mesh whose bounds should be drawn.
Color color
bool alsoDrawLocalBounds
bool showAlsoBoundsOfChildren
float linesWidth
string text
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 DrawEngineBasics.Bounds(...);

Code snippet names: drawBounds_tr and drawBounds_tr_func.

Parameters:
Type Parameter Name Description
Transform transform The transform of the gameobject that carries the mesh whose bounds should be drawn.
Color color
bool alsoDrawLocalBounds
bool showAlsoBoundsOfChildren
float linesWidth
string text
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 DrawEngineBasics.Bounds(...);

Code snippet names: drawBounds_b and drawBounds_b_func.

Parameters:
Type Parameter Name Description
Bounds bounds
Color color
float linesWidth
string text
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.