# drawAtTransform

> Draws a body, its shapes and its joints at its assigned Transform's current world pose instead of its simulated physics pose, whenever that body is writing its pose to the Transform. Turning this on costs extra computation for every body drawn, and what gets drawn is no longer a picture of the simulation: shapes can appear to be touching, overlapping, or separated from each other when the simulation itself says otherwise.

## Definition

* **Type:** Property
* **Namespace:** [Unity.U2D.Physics](/engine/6000.7/script-reference/unity/u2d/physics.md)
* **Assembly:** UnityEngine.PhysicsCore2DModule

```csharp
public bool drawAtTransform { get; set; }
```

### Remarks

Only affects a body whose write mode produces a pose that can differ from the simulated one, [PhysicsBody.TransformWriteMode.Interpolate](/engine/6000.7/script-reference/unity/u2d/physics/physicsbody/transformwritemode/interpolate.md) or [PhysicsBody.TransformWriteMode.Extrapolate](/engine/6000.7/script-reference/unity/u2d/physics/physicsbody/transformwritemode/extrapolate.md). A body left at [PhysicsBody.TransformWriteMode.Current](/engine/6000.7/script-reference/unity/u2d/physics/physicsbody/transformwritemode/current.md) or [PhysicsBody.TransformWriteMode.Off](/engine/6000.7/script-reference/unity/u2d/physics/physicsbody/transformwritemode/off.md) keeps drawing from its simulated pose either way. See \_transformWriteMode.
