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Unity Engine


Simplify(float)

Generates a simplified version of the original line by removing points that fall within the specified tolerance.
Read time 2 minutesLast updated 6 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule
public void Simplify(float tolerance)

Parameters

tolerance

This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect.

Remarks

Uses LineUtility.Simplify to perform the line simplification.
This example shows how an existing line can be simplified:
using UnityEngine;// This example shows how to apply line simplification to a line that already contains points.[RequireComponent(typeof(LineRenderer))]public class SimpleExampleLineRenderer : MonoBehaviour{ public float tolerance = 1; void Start() { var lineRenderer = GetComponent<LineRenderer>(); int pointsBefore = lineRenderer.positionCount; lineRenderer.Simplify(tolerance); Debug.Log("Line reduced from " + pointsBefore + " to " + lineRenderer.positionCount); }}
This example generates a line in the shape of a sine wave and provides a GUI for customizing the line generation and simplification parameters.
using System.Collections.Generic;using UnityEngine;// This example creates a sine wave and then simplifies it using LineRenderer.Simplify.// The parameters can be adjusted through an in game GUI to allow for experimentation.[RequireComponent(typeof(LineRenderer))]public class LineRendererExample : MonoBehaviour{ public int numberOfPoints = 1000; public float length = 50; public float waveHeight = 10; public float tolerance = 0.1f; private LineRenderer lineRenderer; private List<Vector3> points = new List<Vector3>(); // Generated points before Simplify is used. public void Start() { lineRenderer = GetComponent<LineRenderer>(); GeneratePoints(); } // Generates the sine wave points. public void GeneratePoints() { points.Clear(); float halfWaveHeight = waveHeight * 0.5f; float step = length / numberOfPoints; for (int i = 0; i < numberOfPoints; ++i) { points.Add(new Vector3(i * step, Mathf.Sin(i * step) * halfWaveHeight, 0)); } lineRenderer.SetPositions(points.ToArray()); } // Draw a simple GUI slider with a label. private static float GUISlider(string label, float value, float min, float max) { GUILayout.BeginHorizontal(GUILayout.Width(Screen.width / 2.0f)); GUILayout.Label(label + "(" + value + ") :", GUILayout.Width(150)); var val = GUILayout.HorizontalSlider(value, min, max); GUILayout.EndHorizontal(); return val; } public void OnGUI() { GUILayout.Label("LineRenderer.Simplify", GUI.skin.box); // We use GUI.changed to detect if a value was changed via the GUI, if it has we can then re-generate the points and simplify the line again. GUI.changed = false; numberOfPoints = (int)GUISlider("Number of Points", numberOfPoints, 0, 1000); length = GUISlider("Length", length, 0, 100); waveHeight = GUISlider("Wave Height", waveHeight, 0, 100); if (GUI.changed) GeneratePoints(); tolerance = GUISlider("Simplify Tolerance", tolerance, 0, 2); if (GUI.changed) lineRenderer.Simplify(tolerance); float percentRemoved = 100.0f - ((float)lineRenderer.positionCount / numberOfPoints) * 100.0f; if (tolerance > 0.0f) GUILayout.Label("Points after simplification: " + lineRenderer.positionCount + "(Removed " + percentRemoved.ToString("##.##") + "%)"); }}