Draw XXL documentation


Draw Logs.LogsAtGameObjectScreenspace(...);

This is similar to the normal LogsAtGameObject(), but the text block gets formatted from a screenspace point of view. Additionally you can see the log text block also if the log carrying 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.


static void DrawLogs.LogsAtGameObjectScreenspace(...);

Code snippet names: drawLogsAtGameObjectScreenspace and drawLogsAtGameObjectScreenspace_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)
bool clampIntoScreen Draw the logs to the screen also if the log carrying GameObject is out of sight (=not in the screens view frustum).
int maxNumberOfDisplayedLogMessages
float relTextSizeScaling Adjusts the text size relative to the default value of 1.
Color textColor
Color boxColor
float widthOfBoxLines_relToViewportHeight
bool drawnBoxEncapsulatesChildren
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.


static void DrawLogs.LogsAtGameObjectScreenspace(...);

Code snippet names: drawLogsAtGameObjectScreenspace_cam and drawLogsAtGameObjectScreenspace_cam_func.

Parameters:
Type Parameter Name Description
Camera cameraWhereToDraw This parameter is the only difference to the previous overload. It specifies the camera explicitly instead of relying on DefaultScreenspaceWindowForDrawing or defaultCameraForDrawing.
GameObject gameObject
bool drawNormalPrio
bool drawWarningPrio
bool drawErrorPrio
bool clampIntoScreen
int maxNumberOfDisplayedLogMessages
float relTextSizeScaling
Color textColor
Color boxColor
float widthOfBoxLines_relToViewportHeight
bool drawnBoxEncapsulatesChildren
float durationInSec