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Unity Debug.drawline In Game View

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function Update () { var forward = transform.TransformDirection(Vector3.forward) * 10; Debug.DrawRay (transform.position, Vector3.forward * 10, Color.green); } It needs to be an update or it will draw and be finished faster Comment Add comment · Share 10 |3000 characters needed characters left characters exceeded ▼ Viewable by all users Viewable by moderators Viewable by moderators and the original poster Advanced visibility Viewable But update isn't called when you are working in the scene view UNLESS you are running the game also. Update: Yup it works. http://elliottwaveresearch.com/not-working/debug-drawline-not-working.html

Consider having this script. Welcome to Unity Answers The best place to ask and answer questions about development with Unity. as you will see, i wrote update instead of Update! 1 Reply · Add your reply Sort: 2 Answer by vbbartlett · Feb 21, 2013 at 06:46 PM Debug.DrawLine doesn't work Read more about it here. http://answers.unity3d.com/questions/316704/really-simple-debugdrawline-just-will-not-show-up.html

Unity Debug.drawline In Game View

sebastian · Jul 19, 2010 at 09:00 AM 0 Share I added it to my camera scripts update, before everything else (movement etc.) sebastian · Jul 19, 2010 at 09:04 AM Theme "Anarcho Notepad" designed and engineered by Arthur (Berserkr) Gareginyan. We are making improvements to UA, see the list of changes. I've tried numerous things so far, I'd be happy with seeing a Ray / Line at all so I recently changed the code to the following: (within the camera script) Vector3

And thank you for taking the time to help us improve the quality of Unity Documentation. So remember when debugging, always assign values on it. Reply With Quote 03-15-2011,07:50 AM #3 darkmobius View Profile View Forum Posts Visit Homepage Girly Programmer Join Date Jan 2011 Location Blackpool, UK Posts 853 Originally Posted by chronos78 Are you Enable Gizmo Drawing In Unity In TerrainPatch Code: public void DrawGrid() { Debug.DrawLine(Vertices[0], Vertices[Size]); Debug.DrawLine(Vertices[Size], Vertices[Size + 1]); Debug.DrawLine(Vertices[Size + 1], Vertices[0]); } In TerrainDemo Code: public void Update() { patch.DrawGrid(); } can anyone help?

Can you provide more info on what you are doing? Debug.drawline Unity You can have two project windows with different content Restore your scene from crashed Unity3D instance Use Mathf.PerlinNoise to generate randomized "waves" You can change quality settings at run time Time Are you not seeing the line? click site Oddly, when i write it in .cs , the same lines, it works fine, but not in .js.

Is it not going the direction you thought it should? Unity Enable Gizmo Drawing Game View i.e. Any help? #pragma strict function Update () { var fwd = transform.TransformDirection (Vector3.forward); Debug.DrawLine (transform.position, Vector3.forward * 10, Color.red); if (Physics.Raycast (transform.position, fwd, 10)) { print ("There is something in front this works in cs: Mesh mesh=((MeshFilter) GetComponent("MeshFilter")).mesh; fn = mesh.normals; fv = mesh.vertices; int i; for(i=0;i

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  4. In the scene view where you place your props or in the game view, where you view the game being played?
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  9. What am I missing? (I get the same non-existent results in a tutorial project that I downloaded to sanity check, btw.

Debug.drawline Unity

Welcome to Unity Answers The best place to ask and answer questions about development with Unity. robertbu · May 02, 2014 at 06:47 PM 0 Share For the Debug.DrawLine(), make sure the 'Gizmos' button in the upper right corner of the Game windows is pressed. Unity Debug.drawline In Game View Become a closed-alpha partner on the new Facebook games platform. Unity Debug.drawray Not Working how do i make it visible within the game view...? 1 Answer by Tolling87 · Jan 04, 2014 at 12:22 AM The reason it would not show is that Debug.DrawRay does

As for the line of code, what error did you get? http://elliottwaveresearch.com/not-working/cisco-dhcp-debug.html Reply With Quote 03-15-2011,01:44 PM #6 StewartC View Profile View Forum Posts XNA Extreme 101 Student Join Date Jul 2005 Location Scotland Posts 962 thanks for the Gizmos tip darkmobius Reply If you are a new user, check out our FAQ for more information. Debug.DrawLine() is quite special. Debug.drawline Raycast

Reply With Quote 03-16-2011,04:40 AM #8 Wolfknightly View Profile View Forum Posts Registered User Join Date Sep 2004 Location USA Posts 1,529 Alright I get it now. You can also decide how long it should be visible using the fourth time parameter. duration How long the line should be visible for. Source Please try again in a few minutes.

function OnDrawGizmos() { Gizmos.color = Color.red; Gizmos.DrawLine(Vector3.zero, Vector3 (10, 0, 0)); } remember to wrap this in an #if UNITY_EDITOR and also include using UnityEditor; (I would wrap that in the Unity Drawline One of them with this script attached and connectTo field set to the another game object. Did you know everything about your tool?

Related Questions Raycast and Debug Line Position 1 Answer Converting Debug.drawlines to in-game lines? [screenshot inside] 3 Answers Calculate needed resolution to draw curve from line segments in editor 1 Answer

Scripting API History Debug.DrawLine Suggest a change Success! Login Create account Language Chinese Spanish Japanese Korean Portuguese Ask a question Spaces Default Help Room META Moderators Topics Questions Users Badges Home / 1 Question by MountDoomTeam · Feb 21, Login Create account Language 中文 한국어 Portugués Русский Español 日本語 Unity Community Forums Forums Forums Quick Links Search Forums Recent Posts Menu Enter the Microsoft Developer Challenge for a chance to Unity Linerenderer I probably saw Lee do it in the Unity fundamentals and just forgot about it.

Thread Tools Show Printable Version Email this Page… Search Thread Advanced Search Rate This Thread Current Rating Excellent Good Average Bad Terrible Display Linear Mode Switch to Hybrid Mode Switch Why not? Normally lines are visible only in the Play mode but if you'll set your MonoBehaviour with ExecuteInEditMode attribute it will also render in the Edit mode. http://elliottwaveresearch.com/not-working/android-select-debug-app.html Login Create account Language Chinese Spanish Japanese Korean Portuguese Ask a question Spaces Default Help Room META Moderators Topics Questions Users Badges Home / 0 Question by sebastian · Jul 18,

You'll also want to make sure that you are framed up on the terrain patch. Debug lines won't be visible in your built game, so don't worry too much about leaving them in your code. Anyway, I am good now, and it looks like my question made others learn something, and that is pretty cool. vbbartlett · Feb 21, 2013 at 08:25 PM 1 Share Im wrong...

I had my Unity windows set to full screen, so that hitting "play" would switch over to full screen GameView, and I would never see the lines being rendered in SceneView. If gizmo drawing is enabled in the game view, the line will also be drawn there. i will try that. I found another answer where drawline wasn't working until the poster recreated the game camera and the line mysteriously started drawing.

I didn't realize that you could click the tab to get back to scene view while you have hit play. For troubleshooting common problems with Unity 5.x Editor (including Win 10). Thank you again. Comment Add comment · Show 1 · Share 10 |3000 characters needed characters left characters exceeded ▼ Viewable by all users Viewable by moderators Viewable by moderators and the original poster

To help users navigate the site we have posted a user guide. Related Questions Why does Debug.DrawLine offset sometimes? 1 Answer Color Handles.DrawLine 1 Answer Show GUI above Gizmos 0 Answers Debug.DrawLine won't show up 0 Answers Help drawing multiple lines 1 Answer We are making improvements to UA, see the list of changes. Reply With Quote 03-15-2011,07:43 AM #2 chronos78 View Profile View Forum Posts Eternal Student Join Date Dec 2002 Location Virginia Beach, VA Posts 861 Are you looking at the Game view

Show more comments 1 Answer by DefaultPain · Aug 06 at 07:50 PM when u click on the play button to play the scene,u have to enable gizmos,which are on the However, it draws a line from the correct first position to a random one, not 10 units forward. Login Create account Forums Answers Feedback Issue Tracker Blog Evangelists User Groups Navigation Home Unity Services Made with Unity Learn Community Forums Answers Feedback Issue Tracker Blog Evangelists User Groups Asset Login Create account Forums Answers Feedback Issue Tracker Blog Evangelists User Groups Navigation Home Unity Industries Showcase Learn Community Forums Answers Feedback Issue Tracker Blog Evangelists User Groups Get Unity Asset

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