Draw XXL documentation


Draw Logs.LogsAtGameObject(...);

To draw logs right at a GameObject two steps are needed:



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


static void DrawLogs.LogsAtGameObject(...);

Code snippet names: drawLogsAtGameObject and drawLogsAtGameObject_func.

Parameters:
Type Parameter Name Description
GameObject gameObject
bool drawNormalPrio
bool drawWarningPrio
bool drawErrorPrio This toggles if error messages get displayed, but also if assertion and exception messages get displayed. (so all "red symbol" log types)
int maxNumberOfDisplayedLogMessages
float forceTextSize The display orientation of the text follows DrawText.automaticTextOrientation. The text size scales relative to the extent of the drawn Gameobject. If you want a constant text size, you can use DrawShapes.forcedConstantScreenspaceTextSize_relToScreenHeight_forTextAtShapes or DrawShapes.forcedConstantWorldspaceTextSize_forTextAtShapes.
Color textColor
Color boxColor
float width_ofBoxLines
bool drawnBoxEncapsulatesChildren
bool textBlockAboveLine
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.