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Question by Shronky · Oct 13, 2020 at 08:11 PM · lagglitchtrailrenderertrail renderer

Trail Renderer leaving streaks from last position

I'm trying to make a swipe trail on a touch position and I'm having issues.

Currently when I press mousebuttondown the trail starts, and when mousebuttonup it disappears. (which is exactly what I want).

But if I start a new trail on mousebuttondown in a new position, the trail starts from the last mousebuttonup position and glitchily streaks across to the pos of the new mousebuttondown.

I've completely stripped my code of all excess (before I was trying to attach a hit collider) and I'm still having the same problem.

Can't find anyone else having the issue and I'm at wits end with this.

Here's a video demonstrating.

And the code I'm using:

public class Swipe2 : MonoBehaviour { void Start() { Cursor.visible = false; }

 void Update()
 {
     Vector2 pos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
     transform.position = pos;
 }

}

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Answer by unity_ek98vnTRplGj8Q · Oct 13, 2020 at 08:55 PM

You can use TrailRenderer.Clear() to erase the history of the trail renderer before you move it to a new distant position.

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avatar image Shronky · Oct 13, 2020 at 09:42 PM 0
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Hi, thanks for the fast reply.

I tried implementing it in my code, but it's still leaving a trail (I have attached the script to a gameObject with the Trailrenderer component on it)

This is my code if you could provide me with any pointers I would really appreciate it.

public class Swipe2 : $$anonymous$$onoBehaviour { private TrailRenderer tr;

 // Start is called before the first frame update
 void Start()
 {
     tr = GetComponent<TrailRenderer>(); 
     Cursor.visible = false;
 }

 // Update is called once per frame
 void Update()
 {
     Vector2 pos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
     transform.position = pos;

     if (Input.Get$$anonymous$$ouseButtonDown(0))
     {
         StartSwipe();
     }

     if (Input.Get$$anonymous$$ouseButtonUp(0))
     {
         StopSwipe();
     }

 }
 void StartSwipe()
 {
    
 }

 void StopSwipe()
 {
     tr.Clear();
 }

}

avatar image unity_ek98vnTRplGj8Q Shronky · Oct 13, 2020 at 10:14 PM 0
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Have you tried putting it in StarSwipe instead?

avatar image Shronky unity_ek98vnTRplGj8Q · Oct 13, 2020 at 10:24 PM 0
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Works like a charm! Thanks a bunch!

I thought that if I had placed it there it would clear the trail while it was swiping, but it doesn't.

Thanks again!

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