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Question by Barlium · Nov 14, 2018 at 01:14 PM · renderinglistlinerenderer

Multiple Lines in 3D using LineRenderer in one Script

Hi there,

so I want to draw lines between different GameObjects in 3D.! alt text

I have two fbx-models with body parts. Those models are moving. The lines to be drawn should be between eg: LeftForeArm of the one Model, and the LeftForeArm of the other model. There needs to be lines between all the body components between model 1 and model 2.

What I know so far: I can only use one static LineRenderer in one script. I need to dynamically create a List with LineRenderers for all body parts - but I cant figure it out myself!

This is the initialization code snippet:

     private void drawingLinesInitialization()
     {
         // Line Renderer Initialization
         LineRenderer lineRendererLeftForeArm  = gameObject.AddComponent<LineRenderer>();
 
         //Line Renderer Colors / Materials
         lineRendererLeftForeArm.material  = new Material(Shader.Find("Sprites/Default"));
 
         //Line Renderer Width
         lineRendererLeftForeArm.widthMultiplier = 0.05f;
 
         /*
          * A simple 2 color gradient with a fixed alpha of 1.0f.
          * ColorGradient retrieved from Unity example:
          * https://docs.unity3d.com/ScriptReference/LineRenderer.SetPosition.html at the 14.11.2018
          * 
          */
         float alpha = 1.0f;
         Gradient gradient = new Gradient();
         gradient.SetKeys(
             new GradientColorKey[] { new GradientColorKey(c1, 0.0f), new GradientColorKey(c2, 1.0f) },
             new GradientAlphaKey[] { new GradientAlphaKey(alpha, 0.0f), new GradientAlphaKey(alpha, 1.0f) }
             );
         lineRendererLeftForeArm.colorGradient = gradient;
 
     }
       


This is the code I have so far for one comparison:

 IEnumerator coroutineDrawingSystem()
     {
 
         while (true)
         {
             //Debug.Log("Coroutine Drawing System called");
             //Getting Components:
             LineRenderer lineRendererLeftForeArm = GetComponent<LineRenderer>();
 
             //Checking if GameObjects are initialized and then drawing
             if (cLeftForeArm != null && lLeftForeArm != null)
             {
                 // Update position of the two vertex of the Line Renderer
                 lineRendererLeftForeArm.SetPosition(0, cLeftForeArm.transform.position);
                 lineRendererLeftForeArm.SetPosition(1, lLeftForeArm.transform.position);
 
             } else
             {
                 Debug.Log("Some Transforms of objects are not initialized!");
             }
 
 
             yield return new WaitForSeconds(timeBetweenLineRenderDrawing);
         }
     }


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