Green parameters are required. Yellow parameters are optional, but have to be supplied in order.
static void DrawEngineBasics.Camera(...);
Code snippet names: drawCamera_rotViaQuat and drawCamera_rotViaQuat_func.
Parameters:
Type
Parameter Name
Description
Vector3
position
Quaternion
rotation
Color
color
string
text
float
linesWidth
float
nearClipPlaneDistance
float
fieldOfViewAngleDeg
float
aspectRatioOfScreen
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.Camera(...);
Code snippet names: drawCamera_rotViaVec and drawCamera_rotViaVec_func.
Parameters:
Type
Parameter Name
Description
Vector3
position
Vector3
forward
Vector3
up
Color
color
string
text
float
linesWidth
float
nearClipPlaneDistance
float
fieldOfViewAngleDeg
float
aspectRatioOfScreen
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.Camera(...);
Code snippet names: drawCamera_cam and drawCamera_cam_func.
Parameters:
Type
Parameter Name
Description
Camera
camera
Color
color
string
text
float
linesWidth
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.