Draws a similar visualization as Vector_local(), but the vector always starts at the local space origin.
Green parameters are required. Yellow parameters are optional, but have to be supplied in order.
static void DrawEngineBasics.Position_local(...);
Code snippet names: drawPositionVisualizationLocal_go and drawPositionVisualizationLocal_go_func.
Parameters:
Type
Parameter Name
Description
GameObject
gameObject_insideLocalSpace
Defines the position to which the vector is drawn. It has to have a parent which defines the local space.
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.
static void DrawEngineBasics.Position_local(...);
Code snippet names: drawPositionVisualizationLocal_tr and drawPositionVisualizationLocal_tr_func.
Parameters:
Type
Parameter Name
Description
Transform
transform_insideLocalSpace
Defines the position to which the vector is drawn. It has to have a parent which defines the local space.
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.
static void DrawEngineBasics.Position_local(...);
Code snippet names: drawPositionVisualizationLocal_vec and drawPositionVisualizationLocal_vec_func.
Parameters:
Type
Parameter Name
Description
Transform
parentTransform_thatDefinesTheLocalSpace
Vector3
positionToDraw
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.