| Type | Parameter Name | Description |
|---|---|---|
| Vector3 | position_ofCamera | |
| Quaternion | rotation_ofCamera | |
| Color | color | |
| float | nearClipPlaneDistance | |
| float | farClipPlaneDistance | |
| float | fieldOfViewAngleDeg | |
| float | aspectRatioOfScreen | |
| float | alphaFactor_forBoundarySurfaceLines | |
| float | linesWidth_ofEdges | |
| int | linesPerBoundarySurface | |
| string | text | |
| bool | forceTextOnNearPlaneUnmirroredTowardsCam | |
| Vector3 | positionOnHighlightedPlane | You can display an additional highlighted camera plane somewhere between the near and the far clip plane. It helps to see whether certain GameObjects are nearer or farer to the camera. The highlighted plane will go through the herewith specified position. See also the global settings in the DrawEngineBasics class: overwriteColorForFrustumsHighlightedPlane, distanceOfFrustumsHighlightedPlane and drawFrustumsHighlightedPlaneAlsoIfFarerThanFarClipPlane |
| 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. |
| Type | Parameter Name | Description |
|---|---|---|
| Vector3 | position_ofCamera | |
| Vector3 | forward_ofCamera | |
| Vector3 | up_ofCamera | |
| Color | color | |
| float | nearClipPlaneDistance | |
| float | farClipPlaneDistance | |
| float | fieldOfViewAngleDeg | |
| float | aspectRatioOfScreen | |
| float | alphaFactor_forBoundarySurfaceLines | |
| float | linesWidth_ofEdges | |
| int | linesPerBoundarySurface | |
| string | text | |
| bool | forceTextOnNearPlaneUnmirroredTowardsCam | |
| Vector3 | positionOnHighlightedPlane | You can display an additional highlighted camera plane somewhere between the near and the far clip plane. It helps to see whether certain GameObjects are nearer or farer to the camera. The highlighted plane will go through the herewith specified position. See also the global settings in the DrawEngineBasics class: overwriteColorForFrustumsHighlightedPlane, distanceOfFrustumsHighlightedPlane and drawFrustumsHighlightedPlaneAlsoIfFarerThanFarClipPlane |
| 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. |
| Type | Parameter Name | Description |
|---|---|---|
| Camera | camera | |
| Color | color | |
| float | alphaFactor_forBoundarySurfaceLines | |
| float | linesWidth_ofEdges | |
| int | linesPerBoundarySurface | |
| string | text | |
| bool | forceTextOnNearPlaneUnmirroredTowardsCam | |
| Vector3 | positionOnHighlightedPlane | You can display an additional highlighted camera plane somewhere between the near and the far clip plane. It helps to see whether certain GameObjects are nearer or farer to the camera. The highlighted plane will go through the herewith specified position. See also the global settings in the DrawEngineBasics class: overwriteColorForFrustumsHighlightedPlane, distanceOfFrustumsHighlightedPlane and drawFrustumsHighlightedPlaneAlsoIfFarerThanFarClipPlane |
| 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. |