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How do you generate a line between objects that are only instantiated upon game Start ?
Hi Community, I believe there are many solutions out there addressing how to draw a line with your mouse or assigning existing objects to dependencies like generating a line, which is however not what I am looking for.
More importantly, how do you generate a line between objects that don't exist(prior to starting the game) ? I am currently doing a project using MapBox SDK, and my 'waypoints' (or objects) are only created upon starting the game.
Haven't been able to find any threads on this, thank you in advance :)
Sorry, this is not what I am looking for
Answer by MrRightclick · Jul 05, 2019 at 06:37 AM
Easiest way would be to assign a LineRenderer component to a GameObject (can be a new one or one of the objects you want to draw the line on), and then in script assign the positions of the LineRenderer component like so:
 using UnityEngine;
 
 public class DrawLineBetweenTwoObjects : MonoBehaviour
 {
     public GameObject objectOne;    // The first object you instantiate
     public GameObject objectTwo;    // The second object you instantiate
 
     public LineRenderer lineRend;   // The linerenderer component, remember to assign this in the inspector!
 
     void Start()
     {
         // Set the position count of the linerenderer to two
         lineRend.positionCount = 2;
 
         // Instantiate the two objects
         objectOne = Instantiate(*yourFirstInstantiatedPrefabHere*, *yourPositionHere*, Quaternion.identity);
         objectTwo = Instantiate(*yourSecondInstantiatedPrefabHere*, *yourPositionHere*, Quaternion.identity);
 
         // Get the transform of the two objects
         Transform first = objectOne.transform;
         Transform second = objectTwo.transform;
 
         DrawLineBetweenObjects(first, second);
     }
 
     void DrawLineBetweenObjects (Transform firstT, Transform secondT)
     {
         // Set the positions of the LineRenderer
         lineRend.SetPosition(0, firstT.position);
         lineRend.SetPosition(1, secondT.position);
     }
 }
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