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Handles.DrawPolyLine

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public static method DrawPolyLine(params points: Vector3[]): void;
public static void DrawPolyLine(params Vector3[] points);

Description

Draw a line going through the list of points.

Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.


PolyLine that connects all the objects in the Scene View.

// Draw lines to the connected game objects that a script has.
// if the target object doesnt have any game objects attached
// then it draws a line from the Last checked object to 0,0,0

@CustomEditor (ConnectedPolyLine) class ConnectedPolyLineHandle extends Editor {

var positions : Vector3[];

function OnSceneGUI () { if(target.polyLineObjs.Length > 0) positions = new Vector3[target.polyLinesObjs.Length]; for(var i = 0; i < target.polyLineObjs.Length; i++) if(target.polyLineObjs[i]) positions[i] = target.polyLineObjs[i].transform.position; else positions[i] = Vector3.zero; Handles.DrawPolyLine(positions); } }
// Draw lines between selected GameObjects.

using UnityEditor; using UnityEngine; using System.Collections;

[CustomEditor(typeof(DrawPolyLineExample))] public class PolyLineDraw : Editor { private Vector3[] positions;

void OnSceneGUI() { DrawPolyLineExample connectedObjects = target as DrawPolyLineExample; if (connectedObjects.objs == null) { return; }

if (connectedObjects.objs.Length > 0) { positions = new Vector3[connectedObjects.objs.Length]; }

for (var i = 0; i < connectedObjects.objs.Length; i++) { if (connectedObjects.objs[i]) { positions[i] = connectedObjects.objs[i].transform.position; } else { positions[i] = Vector3.zero; } }

Handles.DrawPolyLine(positions); } }

And the script attached to this handle:

// ConnectedPolyLine.js

var polyLineObjs : GameObject[];
using UnityEngine;

public class DrawPolyLineExample : MonoBehaviour { public GameObject[] objs; }

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