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Line Renderer Not Displaying in 2D Game Window
I'm trying to use a line renderer in a 2D game to simulate a tongue "attacking" a target. The line renderer shows up in the editor window mostly appropriately (that is, it shows up at all, just not the right color).
However, it does not show up in the game window, at all, unless I shift the game object it's attached to is shifted off the z = 0 axis.
First off, am I even using the correct part of unity for this? The tongue is going to move from a frog to where ever the player clicks and return again(which, of course, is not added in at the moment). I know the line renderer is really for 3D things, but I don't know why I couldn't use it for this 2D game.
Secondally, if I am using the line renderer as it's meant to be, is there a sorting layer I'm messing up? Or something deeper and more flawed?
Note: This script is attached to a game object with a line renderer component
void Update ()
{
if (Input.GetMouseButtonDown (0)) {
Vector3 mouseWorldPoint = Camera.main.ScreenToWorldPoint (Input.mousePosition);
mouseWorldPoint.z = 0;
RaycastHit2D hit = Physics2D.Raycast(transform.position,mouseWorldPoint-transform.position,1000,targets);
//Debug.DrawRay(transform.position,mouseWorldPoint-transform.position,Color.red,15);
//Debug.DrawLine(transform.position,mouseWorldPoint,Color.green,15);
//FrogTongue.enabled = true;
FrogTongue.SetPosition (0,transform.position);
FrogTongue.SetPosition (1,mouseWorldPoint);
//Debug.LogError ("Mouse button down");
if(hit.collider != null){
//Debug.LogError("Hit:" + hit.collider.tag);
Debug.LogError("hit something");
//FrogTongue.enabled = true;
//FrogTongue.SetPosition (0,transform.position);
//FrogTongue.SetPosition (1,hit.point);
}
else{
//FrogTongue.enabled = false;
//Debug.DrawRay(transform.position,mouseWorldPoint - transform.position,Color.red,5f);
}
}
}
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