Version: 2017.4
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LineRenderer.alignment

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public var alignment: LineAlignment;
public LineAlignment alignment;

Description

Select whether the line will face the camera, or the orientation of the Transform Component.

#pragma strict
private var lr: LineRenderer;
function Start() {
	lr = GetComponent.<LineRenderer>();
	lr.material = new Material(Shader.Find("Sprites/Default"));
	// Set some positions
	var positions: Vector3[] = new Vector3[3];
	positions[0] = new Vector3(-2.0f, -2.0f, 0.0f);
	positions[1] = new Vector3(0.0f, 2.0f, 0.0f);
	positions[2] = new Vector3(2.0f, -2.0f, 0.0f);
	lr.positionCount = positions.Length;
	lr.SetPositions(positions);
	// Set to face its Transform Component
	lr.alignment = LineAlignment.Local;
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private LineRenderer lr;

void Start() { lr = GetComponent<LineRenderer>(); lr.material = new Material(Shader.Find("Sprites/Default"));

// Set some positions Vector3[] positions = new Vector3[3]; positions[0] = new Vector3(-2.0f, -2.0f, 0.0f); positions[1] = new Vector3(0.0f, 2.0f, 0.0f); positions[2] = new Vector3(2.0f, -2.0f, 0.0f); lr.positionCount = positions.Length; lr.SetPositions(positions);

// Set to face its Transform Component lr.alignment = LineAlignment.Local; } }