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Question by brawler93 · Apr 14, 2019 at 01:17 PM · unity 2dpathfindingdrawingnodes

How to draw a filled rectangle through script

Im trying to make a A* pathfinder for a maze. Im doing this with nodes(each square in the maze is a node). Now for debugging reasons I want to give certain notes different colors.

I want to do something like.

 forloop...
 {
 openset[i].drawrectangle(vector2 position);
 }

Ill appreciate any help.

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avatar image highpockets · Apr 14, 2019 at 02:57 PM 0
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Why don't you just make a quad prefab and scale it to size. Have a couple of materials that have different colors and apply the material based on the color you need every case? Just an alternative that I think might save some time here.

avatar image brawler93 highpockets · Apr 14, 2019 at 03:52 PM 0
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Was thinking about that aswell yes. $$anonymous$$ight be the way to go since it only for debugging anyway. thx

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Answer by Bunny83 · Apr 14, 2019 at 03:58 PM

Have a look at the OnDrawGizmos callback as well as the Gizmos class. If you're working in the X-y plane you could use Gizmos.DrawGUITexture. If you work on different axes it's probably simpler to just use Gizmos.DrawCube.

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