Similarly to TagGameObject(): Use this to easily tag a GameObject with text information from anywhere in your code. It marks the GameObject with a box and displays the tag text alongside. The difference is: The tag box is no 3D box, but a 2D box in screenspace and you get an optional pointer on the screen border if the GameObject is out of sight.
The camera which defines the screenspace can be appointed in several ways. One option is: Every function has an overload that is identical except that it takes a Camera as first parameter. Another more convenient option is: If no Camera is supplied then Draw XXL automatically searches for one according to the global DefaultScreenspaceWindowForDrawing setting (which can point to a Gameview camera or a Sceneview camera). Moreover there is the option to apoint a camera once to the global defaultCameraForDrawing field, which also has the effect that no camera has to be supplied as parameter to the actual draw functions.
Green parameters are required. Yellow parameters are optional, but have to be supplied in order.
Code snippet names: drawTagGameObjectScreenspace and drawTagGameObjectScreenspace_func.
Parameters:
Type
Parameter Name
Description
GameObject
gameObject
string
text
Color
colorForText
Color
colorForTagBox
float
linesWidth_relToViewportHeight
bool
drawPointerIfOffscreen
float
relTextSizeScaling
bool
encapsulateChildren
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.