Draw a C# array as text table. Seven different datatypes as array content are available: bool, int, float, string, Vector2, Vector3 and Vector4.
Green parameters are required. Yellow parameters are optional, but have to be supplied in order.
static void DrawText.WriteArray(...);
Code snippet names: drawArrayOfBool and drawArrayOfBool_func.
Parameters:
Type
Parameter Name
Description
bool[]
boolArray
Vector3
position
Color
color
string
title
float
textSize
"textSize" defines the text size, specifically the width per letter. The overall size of the drawn table depends on the collection count, or can be forced with "forceHeightOfWholeTableBox", in which case this "textSize" parameter is ignored.
float
forceHeightOfWholeTableBox
This overwrites "textSize" if another value than the default value of 0 is used.
Defines whether the position parameter anchors the top-left position of the table or the low-left position of the table.
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 void DrawText.WriteArray(...);
Code snippet names: drawArrayOfInt and drawArrayOfInt_func.
Parameters:
Type
Parameter Name
Description
int[]
intArray
Vector3
position
Color
color
string
title
float
textSize
"textSize" defines the text size, specifically the width per letter. The overall size of the drawn table depends on the collection count, or can be forced with "forceHeightOfWholeTableBox", in which case this "textSize" parameter is ignored.
float
forceHeightOfWholeTableBox
This overwrites "textSize" if another value than the default value of 0 is used.
Defines whether the position parameter anchors the top-left position of the table or the low-left position of the table.
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 void DrawText.WriteArray(...);
Code snippet names: drawArrayOfFloat and drawArrayOfFloat_func.
Parameters:
Type
Parameter Name
Description
float[]
floatArray
Vector3
position
Color
color
string
title
float
textSize
"textSize" defines the text size, specifically the width per letter. The overall size of the drawn table depends on the collection count, or can be forced with "forceHeightOfWholeTableBox", in which case this "textSize" parameter is ignored.
float
forceHeightOfWholeTableBox
This overwrites "textSize" if another value than the default value of 0 is used.
Defines whether the position parameter anchors the top-left position of the table or the low-left position of the table.
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 void DrawText.WriteArray(...);
Code snippet names: drawArrayOfString and drawArrayOfString_func.
Parameters:
Type
Parameter Name
Description
string[]
stringArray
Vector3
position
Color
color
string
title
float
textSize
"textSize" defines the text size, specifically the width per letter. The overall size of the drawn table depends on the collection count, or can be forced with "forceHeightOfWholeTableBox", in which case this "textSize" parameter is ignored.
float
forceHeightOfWholeTableBox
This overwrites "textSize" if another value than the default value of 0 is used.
Defines whether the position parameter anchors the top-left position of the table or the low-left position of the table.
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 void DrawText.WriteArray(...);
Code snippet names: drawArrayOfVector2 and drawArrayOfVector2_func.
Parameters:
Type
Parameter Name
Description
Vector2[]
vector2Array
Vector3
position
Color
color
string
title
float
textSize
"textSize" defines the text size, specifically the width per letter. The overall size of the drawn table depends on the collection count, or can be forced with "forceHeightOfWholeTableBox", in which case this "textSize" parameter is ignored.
float
forceHeightOfWholeTableBox
This overwrites "textSize" if another value than the default value of 0 is used.
Defines whether the position parameter anchors the top-left position of the table or the low-left position of the table.
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 void DrawText.WriteArray(...);
Code snippet names: drawArrayOfVector3 and drawArrayOfVector3_func.
Parameters:
Type
Parameter Name
Description
Vector3[]
vector3Array
Vector3
position
Color
color
string
title
float
textSize
"textSize" defines the text size, specifically the width per letter. The overall size of the drawn table depends on the collection count, or can be forced with "forceHeightOfWholeTableBox", in which case this "textSize" parameter is ignored.
float
forceHeightOfWholeTableBox
This overwrites "textSize" if another value than the default value of 0 is used.
Defines whether the position parameter anchors the top-left position of the table or the low-left position of the table.
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 void DrawText.WriteArray(...);
Code snippet names: drawArrayOfVector4 and drawArrayOfVector4_func.
Parameters:
Type
Parameter Name
Description
Vector4[]
vector4Array
Vector3
position
Color
color
string
title
float
textSize
"textSize" defines the text size, specifically the width per letter. The overall size of the drawn table depends on the collection count, or can be forced with "forceHeightOfWholeTableBox", in which case this "textSize" parameter is ignored.
float
forceHeightOfWholeTableBox
This overwrites "textSize" if another value than the default value of 0 is used.
Defines whether the position parameter anchors the top-left position of the table or the low-left position of the table.
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.