Green parameters are required. Yellow parameters are optional, but have to be supplied in order.
static void DrawEngineBasics.LocalBounds(...);
Code snippet names: drawLocalBounds_go and drawLocalBounds_go_func.
Parameters:
Type
Parameter Name
Description
GameObject
gameObject
The gameobject that carries the mesh whose bounds should be drawn.
Color
color
bool
showAlsoBoundsOfChildren
float
lineWidth_inGlobalUnits
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.LocalBounds(...);
Code snippet names: drawLocalBounds_tr and drawLocalBounds_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
showAlsoBoundsOfChildren
float
lineWidth_inGlobalUnits
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.LocalBounds(...);
Code snippet names: drawLocalBounds_b and drawLocalBounds_b_func.
Parameters:
Type
Parameter Name
Description
Bounds
localBounds
Transform
transformDefiningLocalSpace
Color
color
float
lineWidth_inGlobalUnits
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.