| Type | Parameter Name | Description |
|---|---|---|
| Vector3 | apexPosition | |
| float | height | The distance from the base plane to the apex. |
| Quaternion | rotation | rotation*forward is looking from the apex towards the base plane of the pyramid. |
| float | angleDeg_inVertDir | The opening angle of the pyramid when looking from the apex to the base plane, along rotation*up. |
| float | angleDeg_inHorizDir | The opening angle of the pyramid when looking from the apex to the base plane, along rotation*right. |
| Color | color | |
| Shape2DType | baseShape | |
| float | linesWidth | |
| string | text | The display orientation of the text follows DrawText.automaticTextOrientation. The text size scales relative to the extent of the drawn shape. If you want a constant text size, you can use DrawShapes.forcedConstantScreenspaceTextSize_relToScreenHeight_forTextAtShapes or DrawShapes.forcedConstantWorldspaceTextSize_forTextAtShapes. |
| LineStyle | lineStyle | |
| float | stylePatternScaleFactor | |
| 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. |
| Type | Parameter Name | Description |
|---|---|---|
| Vector3 | apexPosition | |
| float | height | The distance from the base plane to the apex. |
| Vector3 | forward_fromApexTowardsBase | |
| Vector3 | up_insideBasePlane | |
| float | angleDeg_inVertDir | The opening angle of the pyramid when looking from the apex to the base plane, finally reaching the base plane in the direction that is spanned by up_insideBasePlane. |
| float | angleDeg_inHorizDir | The opening angle of the pyramid when looking from the apex to the base plane, finally reaching the base plane in the direction that is spanned perpendicular to up_insideBasePlane. |
| Color | color | |
| Shape2DType | baseShape | |
| float | linesWidth | |
| string | text | The display orientation of the text follows DrawText.automaticTextOrientation. The text size scales relative to the extent of the drawn shape. If you want a constant text size, you can use DrawShapes.forcedConstantScreenspaceTextSize_relToScreenHeight_forTextAtShapes or DrawShapes.forcedConstantWorldspaceTextSize_forTextAtShapes. |
| LineStyle | lineStyle | |
| float | stylePatternScaleFactor | |
| 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. |
| Type | Parameter Name | Description |
|---|---|---|
| Rect | baseRect | A rect that acts as pyramid base plane. It lies initially inside the xy-plane and from there can be rotated via the "rotation" parameter. |
| float | zPos_ofBaseRectCenter | |
| float | height | |
| Quaternion | rotation | rotation*forward is the normal of the pyramids base plane rect. rotation*up goes along the rects y direction. rotation*right goes along the rects x direction. |
| Color | color | |
| Shape2DType | baseShape | |
| float | linesWidth | |
| string | text | The display orientation of the text follows DrawText.automaticTextOrientation. The text size scales relative to the extent of the drawn shape. If you want a constant text size, you can use DrawShapes.forcedConstantScreenspaceTextSize_relToScreenHeight_forTextAtShapes or DrawShapes.forcedConstantWorldspaceTextSize_forTextAtShapes. |
| LineStyle | lineStyle | |
| float | stylePatternScaleFactor | |
| 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. |
| Type | Parameter Name | Description |
|---|---|---|
| Rect | baseRect | A rect that acts as pyramid base plane. It lies initially inside the xy-plane and from there can be rotated via the "normal_ofBaseTowardsApex" and "up_insideBaseRectPlane" parameters. |
| float | zPos_ofBaseRectCenter | |
| float | height | |
| Vector3 | normal_ofBaseTowardsApex | |
| Vector3 | up_insideBaseRectPlane | |
| Color | color | |
| Shape2DType | baseShape | |
| float | linesWidth | |
| string | text | The display orientation of the text follows DrawText.automaticTextOrientation. The text size scales relative to the extent of the drawn shape. If you want a constant text size, you can use DrawShapes.forcedConstantScreenspaceTextSize_relToScreenHeight_forTextAtShapes or DrawShapes.forcedConstantWorldspaceTextSize_forTextAtShapes. |
| LineStyle | lineStyle | |
| float | stylePatternScaleFactor | |
| 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. |
| Type | Parameter Name | Description |
|---|---|---|
| Vector3 | center_ofPyramidHullVolume | |
| Vector3 | scale_ofPyramidHullVolume | |
| Quaternion | rotation | rotation*up is the normal of the pyramid from the base plane to the apex. rotation*forward goes along the z-direction of "scale_ofPyramidHullVolume". |
| Color | color | |
| Shape2DType | baseShape | |
| float | linesWidth | |
| string | text | The display orientation of the text follows DrawText.automaticTextOrientation. The text size scales relative to the extent of the drawn shape. If you want a constant text size, you can use DrawShapes.forcedConstantScreenspaceTextSize_relToScreenHeight_forTextAtShapes or DrawShapes.forcedConstantWorldspaceTextSize_forTextAtShapes. |
| LineStyle | lineStyle | |
| float | stylePatternScaleFactor | |
| 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. |
| Type | Parameter Name | Description |
|---|---|---|
| Vector3 | center_ofBasePlane | |
| float | height | |
| float | width_ofBase | |
| float | length_ofBase | |
| Color | color | |
| Quaternion | rotation | rotation*up is the normal of the pyramid from the base plane to the apex. rotation*forward goes along "length_ofBase". rotation*right goes along "width_ofBase". |
| Shape2DType | baseShape | |
| float | linesWidth | |
| string | text | The display orientation of the text follows DrawText.automaticTextOrientation. The text size scales relative to the extent of the drawn shape. If you want a constant text size, you can use DrawShapes.forcedConstantScreenspaceTextSize_relToScreenHeight_forTextAtShapes or DrawShapes.forcedConstantWorldspaceTextSize_forTextAtShapes. |
| LineStyle | lineStyle | |
| float | stylePatternScaleFactor | |
| 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. |
| Type | Parameter Name | Description |
|---|---|---|
| Vector3 | center_ofBasePlane | |
| float | height | |
| float | width_ofBase | This goes perpendicular to "up_insideBasePlane". |
| float | length_ofBase | This goes along "up_insideBasePlane". |
| Color | color | |
| Vector3 | normal_ofBaseTowardsApex | |
| Vector3 | up_insideBasePlane | |
| Shape2DType | baseShape | |
| float | linesWidth | |
| string | text | The display orientation of the text follows DrawText.automaticTextOrientation. The text size scales relative to the extent of the drawn shape. If you want a constant text size, you can use DrawShapes.forcedConstantScreenspaceTextSize_relToScreenHeight_forTextAtShapes or DrawShapes.forcedConstantWorldspaceTextSize_forTextAtShapes. |
| LineStyle | lineStyle | |
| float | stylePatternScaleFactor | |
| 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. |