Draw XXL documentation


Draw Engine Basics.RayLineExtended(...);

A ray similar to DrawBasics.Ray(), but extended like an infinitively long line to see where the ray lands, if it would cross through the whole scene.

Green parameters are required. Yellow parameters are optional, but have to be supplied in order.


static void DrawEngineBasics.RayLineExtended(...);

Code snippet names: drawRayLineExtended_ray and drawRayLineExtended_ray_func.

Parameters:
Type Parameter Name Description
Ray ray
Color color
float width
string text
float forceFixedConeLength
bool addNormalizedMarkingText
float enlargeSmallTextToThisMinTextSize
float extentionLength
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.RayLineExtended(...);

Code snippet names: drawRayLineExtended_vec and drawRayLineExtended_vec_func.

Parameters:
Type Parameter Name Description
Vector3 rayOrigin
Vector3 rayDirection
Color color
float width
string text
float forceFixedConeLength
bool addNormalizedMarkingText
float enlargeSmallTextToThisMinTextSize
float extentionLength
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.