Draws the local scale of a GameObject, as known from the transform component.
Green parameters are required. Yellow parameters are optional, but have to be supplied in order.
static void DrawEngineBasics.LocalScale(...);
Code snippet names: drawLocalScale_go and drawLocalScale_go_func.
Parameters:
Type
Parameter Name
Description
GameObject
gameObject_insideLocalSpace
float
lineWidth_inGlobalUnits
string
text
bool
drawXDim
bool
drawYDim
bool
drawZDim
float
relSizeOfPlanes
Color
overwriteColor
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.LocalScale(...);
Code snippet names: drawLocalScale_tr and drawLocalScale_tr_func.
Parameters:
Type
Parameter Name
Description
Transform
transform_insideLocalSpace
float
lineWidth_inGlobalUnits
string
text
bool
drawXDim
bool
drawYDim
bool
drawZDim
float
relSizeOfPlanes
Color
overwriteColor
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.LocalScale(...);
Code snippet names: drawLocalScale_vec and drawLocalScale_vec_func.
Parameters:
Type
Parameter Name
Description
Vector3
localPosition
Vector3
localScale
Transform
parentTransform
Quaternion
localRotation
float
lineWidth_inGlobalUnits
string
text
bool
drawXDim
bool
drawYDim
bool
drawZDim
float
relSizeOfPlanes
Color
overwriteColor
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.