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Question by SpaceHeroGuide · Mar 16, 2018 at 01:01 PM · 2dlinerenderer

LineRenderer in 2D not reusing positions

Hello,

I'm pretty new to Unity so maybe it's a very simple bug but I don't get it.

I wrote a script that shall draw two triangles. The positions of the nodes depend on a changeable pitch value. So far this works and gives me the correct output: Correct rendering

However if I'm in game mode and change the pitch value in the inspector, the line renderer does not reuse the positions but draws the triangles multiple times: Incorrect rendering I expected only the shallower triangles to be displayed. In the edit mode the gizmo only displays the shallower triangles.

I wrote this script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 class IndicatorNodes {
     public Vector3 start;
     public Vector3 right1;
     public Vector3 right2;
     public Vector3 left1;
     public Vector3 left2;
 
     public IndicatorNodes(Vector3 s, Vector3 r1, Vector3 r2, Vector3 l1, Vector3 l2) {
         start = s;
         right1 = r1;
         right2 = r2;
         left1 = l1;
         left2 = l2;
     }
 }
 
 [RequireComponent(typeof(LineRenderer))]
 public class DrawIndicator : MonoBehaviour {
     [Range(0, 10)]
     public float width = 2.0f;
 
     [Range(0, 10)]
     public float legWidth = 0.75f;
 
     [Range(0, 10)]
     public float lineWidth = 0.05f;
 
     [Range(-90, 90)]
     public float pitch = 2.0f;
 
     private LineRenderer lr;
 
     void Start () {
         lr = GetComponent<LineRenderer> ();
         lr.useWorldSpace = false;
     }
 
     void Update () {
         IndicatorNodes n = getNodes ();
 
         lr.widthMultiplier = lineWidth;
         lr.positionCount = 7;
 
         lr.SetPosition (0, n.start);
         lr.SetPosition (1, n.left1);
         lr.SetPosition (2, n.left2);
         lr.SetPosition (3, n.start);
         lr.SetPosition (4, n.right1);
         lr.SetPosition (5, n.right2);
         lr.SetPosition (6, n.start);
     }
 
     private IndicatorNodes getNodes() {
         // TODO: Use scales unitsPerDegree value to factorize pitch correctly.
         float factoredPitch = pitch * 0.5f;
 
         return new IndicatorNodes (
             new Vector3 (0.0f, factoredPitch, 0.0f),
             new Vector3 (width, 0.0f, 0.0f),
             new Vector3 (width - legWidth, 0.0f, 0.0f),
             new Vector3 (-width, 0.0f, 0.0f),
             new Vector3 (-width + legWidth, 0.0f, 0.0f)
         );
     }
         
     #if UNITY_EDITOR
     void OnDrawGizmos() {
         IndicatorNodes n = getNodes ();
 
         Gizmos.DrawLine (n.start, n.right1);
         Gizmos.DrawLine (n.right1, n.right2);
         Gizmos.DrawLine (n.right2, n.start);
         Gizmos.DrawLine (n.start, n.left1);
         Gizmos.DrawLine (n.left1, n.left2);
         Gizmos.DrawLine (n.left2, n.start);
     }
     #endif
 }

Can anyone explain to me why the line renderer does not remove the previous lines? Thank you.

screen-shot-2018-03-16-at-135322.png (14.1 kB)
screen-shot-2018-03-16-at-134515.png (14.8 kB)
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