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Question by Double-V · May 17, 2018 at 02:52 PM · raycastdebugging

Debug.DrawRay doesn't show up, but gizmos are on and duration is specified.

After the new update debug rays just stopped working. Gizmos are on in game view. I operate on the HD render pipeline. I specify origin, direction, color (one that is visible), duration (over a second). What are the things I could be forgetting about?

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avatar image troopy28 · May 17, 2018 at 05:55 PM 0
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Hello, you didn't show any code, so it's hard to guess. Are you drawing your gizmos from the OnDrawGizmosSelected() or OnDrawGizmos() ?

avatar image donutLaserDev troopy28 · May 18, 2018 at 10:27 AM 0
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Gizmos do not matter here. He's drawing rays with Debug.DrawRay which you can use in a regular method, it doesn't have to be OnDrawGizmos or OnDrawGizmosSelected. $$anonymous$$y guess is, it has something to do with HD render pipeline as quite a few things are broken when using it.

avatar image troopy28 donutLaserDev · May 19, 2018 at 09:40 AM 0
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I can render rays in the HD pipeline exactly like I did before. I think his problem is quite uncommon, for this simple method works for me (with the default Unity HD pipeline):

 void Update ()
 {
     Debug.DrawRay(Vector3.zero, Vector3.forward, Random.ColorHSV());
 }

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Answer by FredTuna · Oct 09, 2018 at 04:10 AM

This will be fixed in 2018.3: https://forum.unity.com/threads/cant-display-gizmos-in-game-window-when-using-srp.554533/

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