Draw XXL documentation


Draw Physics.SphereCastAll(...);

This is just like the SphereCastAll() functions from Unity, all with the same physics cast processing, same parameters and same return type. The differences are only:
You can just change the class prefix from existing code like "Physics.SphereCastAll()" becomes "DrawPhysics.SphereCastAll()" and it will work as before, but with the added visualization. In builds the visualization can be omitted by setting UsedUnityLineDrawingMethod to "disabled", but the cast and the returned function results will still work.

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


static RaycastHit[] DrawPhysics.SphereCastAll(...);

Code snippet names: drawSphereCastAll_ray and drawSphereCastAll_ray_func.

Parameters:
Type Parameter Name Description
Ray ray
float radius
float maxDistance
int layerMask
QueryTriggerInteraction queryTriggerInteraction
string nameTag
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 RaycastHit[] DrawPhysics.SphereCastAll(...);

Code snippet names: drawSphereCastAll_vec and drawSphereCastAll_vec_func.

Parameters:
Type Parameter Name Description
Vector3 origin
float radius
Vector3 direction
float maxDistance
int layerMask
QueryTriggerInteraction queryTriggerInteraction
string nameTag
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.