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Question by ehnaton · Sep 09, 2012 at 05:02 PM · linedrawing

How to draw a line between two points in Unity

How can i draw a line between two points in Unity?

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Answer by Eric5h5 · Sep 09, 2012 at 05:05 PM

Use a line renderer, GL.Lines, a mesh using MeshTopology.Lines (in Unity 4), or Vectrosity.

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avatar image ehnaton · Sep 09, 2012 at 05:16 PM 0
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what line renderer?

avatar image Eric5h5 · Sep 09, 2012 at 05:24 PM 0
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The line renderer component in Unity.

avatar image ehnaton · Sep 09, 2012 at 05:33 PM 0
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The second question. How do i have to use it? I mean how can i edit point array there?

avatar image Eric5h5 · Sep 09, 2012 at 05:37 PM 0
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http://docs.unity3d.com/Documentation/ScriptReference/LineRenderer.SetPosition.html

avatar image Bunny83 · Sep 27, 2012 at 06:30 PM 0
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:D 4 solutions in one line :)

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Answer by shraddhashashankpatil · Oct 09, 2015 at 09:49 AM

Draw a line Between two points

Points are the GameObjects (Sprites having dot image)

alt text

 using UnityEngine;
 using System.Collections;
 
 public class DrawLineAgain : MonoBehaviour {
 
     private int ClickCount = 0;
     private Vector2[] clicks = new Vector2[100];
     private GameObject[] lines= new GameObject[100];
     private LineRenderer[] newLine= new LineRenderer[100];
     private Object[] pointArr = new Object[101];
     private GameObject point;
     public bool ifMaskBtnClicked = false;
     public bool ifAutoMaskBtnClicked = false;
     private bool ifResetClicked = false;
 
     void Start()
     {
 
         for (int i=0; i<lines.Length; i++) {
             lines[i] = new GameObject();
         }
         for (int i=0; i<lines.Length; i++) {
             newLine[i] = lines[i].AddComponent<LineRenderer> ();
             newLine[i].SetWidth (0.1f, 0.1f);
         }
         point = GameObject.Find ("/Point");
     }
 
 
     
     public void Update()
     {
         if(ifMaskBtnClicked){
             if(ifResetClicked){
                 print ("reinitialise");
                 ClickCount=0;
                 pointArr = new Object[101];
                 clicks = new Vector2[100];
                 lines= new GameObject[100];
                 newLine= new LineRenderer[100];
                 pointArr = new Object[101];
 
                 for (int i=0; i<lines.Length; i++) {
                     lines[i] = new GameObject();
                 }
                 for (int i=0; i<lines.Length; i++) {
                     newLine[i] = lines[i].AddComponent<LineRenderer> ();
                     newLine[i].SetWidth (0.1f, 0.1f);
                 }
                 point = GameObject.Find ("/Point");
 
             }
             if (Input.GetMouseButtonDown(0)){
                 while(ClickCount<lines.Length) {
 
                     print ("ClickCount : "+ClickCount);
 
                         if(ClickCount == 0){
                             clicks[ClickCount] = new Vector2(Input.mousePosition.x , Input.mousePosition.y );
                             clicks[ClickCount] = Camera.main.ScreenToWorldPoint(clicks[ClickCount]);
                             pointArr[ClickCount]= Instantiate(point,clicks[ClickCount],Quaternion.identity);
                             ClickCount++;
                             break;    
                         }else{
                             clicks[ClickCount] = new Vector2(Input.mousePosition.x , Input.mousePosition.y );
                             clicks[ClickCount] = Camera.main.ScreenToWorldPoint(clicks[ClickCount]);
                             newLine[ClickCount].SetPosition(0, clicks[ClickCount-1]);
                             newLine[ClickCount].SetPosition(1, clicks[ClickCount]);
                             pointArr[ClickCount] = Instantiate(point,clicks[ClickCount],Quaternion.identity);
                             ClickCount++;
                             break;
                         }
 
                 }
             }
 
 
 
             if(Input.GetKeyDown(KeyCode.A)){
                 setAutoMaskBtnClicked(true);
             
             }
         }
 
 
         if(ifAutoMaskBtnClicked){
             print ("ifAutoMaskBtnClicked : ClickCount "+ (ClickCount-1));
             clicks[ClickCount] = clicks[ClickCount -1];
             //clicks[ClickCount] = Camera.main.ScreenToWorldPoint(clicks[ClickCount]);
             newLine[ClickCount].SetPosition(0, clicks[ClickCount]);
             newLine[ClickCount].SetPosition(1, clicks[0]);
             //Instantiate(point,clicks[ClickCount],Quaternion.identity);
             ifAutoMaskBtnClicked = false;
             ifMaskBtnClicked = false;
         }
 
     }
 
 
     public void Reset(){
         ifResetClicked = true;
         ifAutoMaskBtnClicked = false;
         ifMaskBtnClicked = false;
 
 
         for (int i=0; i<lines.Length; i++) {
             DestroyObject (pointArr[i]);
             //DestroyImmediate(newLine);
             newLine [i].SetVertexCount (0);
         }
     }
 
 
 
     public void setMaskBtnClicked(bool value){
         ifMaskBtnClicked = true;
     }
     public void setAutoMaskBtnClicked(bool value){
         ifAutoMaskBtnClicked = true;
     }
 
 
 }
 
 
 
 
 /*
             if (firstTouch)
             {
                 firstClick = new Vector2(Input.mousePosition.x , Input.mousePosition.y );
                 firstClick = Camera.main.ScreenToWorldPoint(firstClick);
                 firstTouch = false;
             }
             else
             {
                 Vector2 secondClick = new Vector2(Input.mousePosition.x , Input.mousePosition.y );
                 secondClick = Camera.main.ScreenToWorldPoint(secondClick);
                 newLine.SetPosition(0, firstClick);
                 newLine.SetPosition(1, secondClick);
                 firstTouch = true;
             }*/



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