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Handles.DrawAAPolyLine

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public static function DrawAAPolyLine(params points: Vector3[]): void;
public static void DrawAAPolyLine(params Vector3[] points);
public static function DrawAAPolyLine(width: float, params points: Vector3[]): void;
public static void DrawAAPolyLine(float width, params Vector3[] points);
public static function DrawAAPolyLine(lineTex: Texture2D, params points: Vector3[]): void;
public static void DrawAAPolyLine(Texture2D lineTex, params Vector3[] points);
public static function DrawAAPolyLine(width: float, actualNumberOfPoints: int, params points: Vector3[]): void;
public static void DrawAAPolyLine(float width, int actualNumberOfPoints, params Vector3[] points);
public static function DrawAAPolyLine(lineTex: Texture2D, width: float, params points: Vector3[]): void;
public static void DrawAAPolyLine(Texture2D lineTex, float width, params Vector3[] points);

Parameters

lineTex The AA texture used for rendering. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel.
width The width of the line.
points List of points to build the line from.

Description

Draw anti-aliased line specified with point array and width.

Note: Use HandleUtility.GetHandleSize if you want the handle to always remain the same size on the screen.


Anti-aliased line in the Scene View.

The following example uses DrawAAPolyLine to draw a line between a number of objects in the Scene view.

To use this example, save the following script in the Assets/Editor folder:

#pragma strict
@CustomEditor(DrawConnectedLine)
public class DrawConnectedLineEditor extends Editor {
	// then it draws a line from the Last checked object to 0,0,0
	function OnSceneGUI() {
		var t: DrawConnectedLine = target as DrawConnectedLine;
		if (t == null || t.GameObjects == null)return ;
		var positions: Vector3[] = new Vector3[t.GameObjects.Length];
		for (var i: int = 0; i < t.GameObjects.Length; i++) {
			if (t.GameObjects[i] != null)
				positions[i] = t.GameObjects[i].transform.position;
			else
				positions[i] = Vector3.zero;
		}
		Handles.DrawAAPolyLine(positions);
	}
}
using UnityEngine;
using UnityEditor;

[CustomEditor( typeof( DrawConnectedLine ) )] public class DrawConnectedLineEditor : Editor { // 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

void OnSceneGUI( ) { DrawConnectedLine t = target as DrawConnectedLine;

if( t == null || t.GameObjects == null ) return;

Vector3[] positions = new Vector3[t.GameObjects.Length];

for( int i = 0; i < t.GameObjects.Length; i++ ) { if( t.GameObjects[i] != null ) positions[i] = t.GameObjects[i].transform.position; else positions[i] = Vector3.zero; }

Handles.DrawAAPolyLine( positions ); } }

...and attach the following script to a GameObject in the Scene. Drag and drop GameObjects onto the GameObjects array inspector, corresponding to the GameObjects you would like to see the line drawn between:

#pragma strict
@ExecuteInEditMode
public class DrawConnectedLine extends MonoBehaviour {
	public var GameObjects: GameObject[];
}
using UnityEngine;

[ExecuteInEditMode] public class DrawConnectedLine : MonoBehaviour { public GameObject[] GameObjects; }