DrawDottedLines
Draw a list of dotted line segments.
Read time 3 minutesLast updated 11 days ago
Definition
- Type: Method
- Namespace: UnityEditor
- Assembly: UnityEditor.CoreModule
DrawDottedLines(Vector3[], float)
Draw a list of dotted line segments.
public static void DrawDottedLines(Vector3[] lineSegments, float screenSpaceSize)
Parameters
Remarks

"Draw multiple dotted lines in sceneview.".
// Draw lines to the connected game objects that a script has.// if the target object doesn't have any game objects attached// then it draws a line from the object to 0,0,0.using UnityEditor;using UnityEngine;using System.Collections.Generic;[CustomEditor(typeof(ConnectedLineObjects))]class ConnectDottedLineHandle : Editor{ float dashSize = 4.0f; void OnSceneGUI() { ConnectedLineObjects connectedObjects = target as ConnectedLineObjects; if (connectedObjects.objs == null || connectedObjects.objs.Length == 0) return; // we store the start and end points of the line segments in this array Vector3[] lineSegments = new Vector3[connectedObjects.objs.Length * 2]; int lastObject = connectedObjects.objs.Length - 1; Vector3 prevPoint; if (connectedObjects.objs[lastObject]) { prevPoint = connectedObjects.objs[lastObject].transform.position; } else { prevPoint = Vector3.zero; } int pointIndex = 0; for (int currObjectIndex = 0; currObjectIndex < connectedObjects.objs.Length; currObjectIndex++) { // find the position of our connected object and store it Vector3 currPoint; if (connectedObjects.objs[currObjectIndex]) { currPoint = connectedObjects.objs[currObjectIndex].transform.position; } else { currPoint = Vector3.zero; } // store the starting point of the line segment lineSegments[pointIndex] = prevPoint; pointIndex++; // store the ending point of the line segment lineSegments[pointIndex] = currPoint; pointIndex++; prevPoint = currPoint; } Handles.DrawDottedLines(lineSegments, dashSize); }}
And the script attached to this Handle:
using UnityEngine;using System.Collections;public class ConnectedLineObjects : MonoBehaviour{ public GameObject[] objs = null;}
DrawDottedLines(Vector3[], int[], float)
Draw a list of indexed dotted line segments.
public static void DrawDottedLines(Vector3[] points, int[] segmentIndices, float screenSpaceSize)
Parameters
Remarks
// Draw lines to the connected game objects that a script has.// If the target object doesn't have any game objects attached// then it draws a line from the object to (0, 0, 0).using UnityEditor;using UnityEngine;using System.Collections.Generic;[CustomEditor(typeof(ConnectedLinesObjects))]class ConnectDottedLinesHandle : Editor{ float dashSize = 4.0f; void OnSceneGUI() { ConnectedLinesObjects connectedObjects = target as ConnectedLinesObjects; if (connectedObjects.objs == null || connectedObjects.objs.Length == 0) return; // we store the points of the line segments in this array Vector3[] points = new Vector3[connectedObjects.objs.Length]; // for each line segment we need two indices into the points array: // the index to the start and the end point int[] segmentIndices = new int[connectedObjects.objs.Length * 2]; // create the points and line segments indices int prevIndex = connectedObjects.objs.Length - 1; int pointIndex = 0; int segmentIndex = 0; for (int currIndex = 0; currIndex < connectedObjects.objs.Length; currIndex++) { // find the position of our connected object and store it if (connectedObjects.objs[pointIndex]) { points[pointIndex] = connectedObjects.objs[currIndex].transform.position; } else { points[pointIndex] = Vector3.zero; } // the index to the start of the line segment segmentIndices[segmentIndex] = prevIndex; segmentIndex++; // the index to the end of the line segment segmentIndices[segmentIndex] = pointIndex; segmentIndex++; pointIndex++; prevIndex = currIndex; } Handles.DrawDottedLines(points, segmentIndices, dashSize); }}
And the script attached to this Handle:
using UnityEngine;using System.Collections;public class ConnectedLinesObjects : MonoBehaviour{ public GameObject[] objs = null;}