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Question by FrancoisDodier · Apr 17, 2014 at 02:51 PM · raycastdebug

Draw raycast in final build

i have raycasts working and everything is fine there, i just wanted to know if there was a way i could write the draw line code so it draws in the final build. not just for debugging. thanks.

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Answer by SlyyGuyy · Apr 17, 2014 at 02:59 PM

Here are a few questions that have answers to the same issue that you're having:

http://answers.unity3d.com/questions/338349/converting-debugdrawlines-to-in-game-lines-screens.html

http://answers.unity3d.com/questions/373954/draw-raycast-problem.html

Also, if these don't work, it's beneficial to see your code and what you're attempting to do so that we can see how to better assist you.

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avatar image FrancoisDodier · Apr 17, 2014 at 03:11 PM 0
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thank you

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Answer by Owen-Reynolds · Apr 17, 2014 at 04:16 PM

Thinking of it as a raycast just complicates it unnecessarily. Call the raycast start A, and the hitPoint B. Now it's just a line between two points. LineRenders work. Or just the "center, scale and LookAt" method (using maybe a semi-transparent cylinder.)

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avatar image FrancoisDodier · Apr 17, 2014 at 05:05 PM 0
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i dont want to draw geometry. just the color, and length of a debug raycast in the final build.

avatar image Owen-Reynolds · Apr 18, 2014 at 12:29 AM 0
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If you really like the way that scraggly line looks, but consider this: DrawRay is ugly, sometimes hard to see, can't tell Start from Stop, and doubtless on Unity's the list of gadgets to improve.

So why not make a nice one for yourself, esp. since it's easier than duplicating theirs?

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