Code snippet names: drawCoordinateAxesGizmoLocal_go and drawCoordinateAxesGizmoLocal_go_func.
Parameters:
Type
Parameter Name
Description
GameObject
gameObject_whoseLocalSpaceIsDisplayed
float
forceAllAxesLength
float
lineWidth_inGlobalUnits
string
text
bool
drawXYZchars
bool
skipConeDrawing
bool
skipWarningForNonUniformParentScale
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.
Code snippet names: drawCoordinateAxesGizmoLocal_tr and drawCoordinateAxesGizmoLocal_tr_func.
Parameters:
Type
Parameter Name
Description
Transform
transform_whoseLocalSpaceIsDisplayed
float
forceAllAxesLength
float
lineWidth_inGlobalUnits
string
text
bool
drawXYZchars
bool
skipConeDrawing
bool
skipWarningForNonUniformParentScale
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.
Code snippet names: drawCoordinateAxesGizmoLocal_vecQuat and drawCoordinateAxesGizmoLocal_vecQuat_func.
Parameters:
Type
Parameter Name
Description
Vector3
position_OfLocalCoordinateSystem
Quaternion
rotation_OfLocalCoordinateSystem
Vector3
scale_OfLocalCoordinateSystem
float
forceAllAxesLength
float
lineWidth_inGlobalUnits
string
text
bool
drawXYZchars
bool
skipConeDrawing
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.