Draws the scale of a GameObject. This is not necessarily the same as the scale from the Transform component, because it displays the lossy worldspace scale.
Green parameters are required. Yellow parameters are optional, but have to be supplied in order.
static void DrawEngineBasics.Scale(...);
Code snippet names: drawScale_go and drawScale_go_func.
Parameters:
Type
Parameter Name
Description
GameObject
gameObject
float
lineWidth
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.Scale(...);
Code snippet names: drawScale_tr and drawScale_tr_func.
Parameters:
Type
Parameter Name
Description
Transform
transform
float
lineWidth
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.Scale(...);
Code snippet names: drawScale_vec and drawScale_vec_func.
Parameters:
Type
Parameter Name
Description
Vector3
centerPos
Vector3
scale
float
lineWidth
string
text
Quaternion
rotation
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.