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This question was closed Jan 25, 2017 at 08:39 PM by MrKreo for the following reason:

The question is answered, right answer was accepted

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Question by MrKreo · Jan 25, 2017 at 08:29 PM · c#physicsworldspacelocalspacedebug.drawline

Problem with Debug Drawing lines between .localPositions

I am creating a procedural Galaxy Generator with real-time verlet physics. My code currently generates Unity standard spheres, puts them in a hierarchy based on moons of planets, and stars of planets ect...

To simplify the physics and allow solar systems to act as their own entities, I am using .localPosition of the sphere in question to get it's position relative to its parent before doing a graphics update to start of my verlet physics. This is all working fine.

The problem I am having is my current and previous local positions are stored in the Vector3 variables 'curPos' and 'prevPos', however, when I try to call Debug.Drawline between these points, it draws them between world space coordinates rather than local space coordinates. Anyone happen to know what is going on here?

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avatar image MrKreo · Jan 25, 2017 at 08:38 PM 0
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Apologies. Looked at the manual a second time and forgot that it said only world space for the drawline command.

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