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SLineRenderer

Index

Functions Index

Function Name

Properties Index

Property Name

Functions

SetPosition

void SetPosition (int index, position)

Set the position of a vertex in the line.

Parameter
Type
Description

GetPosition

GetPosition (int index)

Get the position of a vertex in the line

Parameter
Type
Description

SetPositions

void SetPositions ([] positions)

Set the positions of all vertices in the line.

Parameter
Type
Description

GetPositions

[] GetPositions ()

Get the positions of all vertices in the line.

SetWidth

void SetWidth (float start, float end)

Set width at start and end

Parameter
Type
Description

SetColors

void SetColors ( start, end)

Set color at start and end (Line shader necessary)

Parameter
Type
Description

Properties

Enabled

bool Enabled get set

Makes the renderer visible if enabled.

ReceiveShadows

bool ReceiveShadows get set

Enable this option to make the line display any shadows that are cast upon it.

IsVisible

bool IsVisible get

To check if this renderer is visible.

CastShadows

bool CastShadows get set

Specify if and how the line casts shadows when a suitable Light shine on it.

MotionVectors

bool MotionVectors get set

Specifies whether this renderer has a per-object motion vector pass. If set to true, this object will have a per-object motion vector pass rendered

UseLightProbes

bool UseLightProbes get set

The light probe interpolation type.

StartWidth

float StartWidth get set

Set the width at the start of the line.

EndWidth

float EndWidth get set

Set the width at the end of the line.

WidthMultiplier

float WidthMultiplier get set

Set an overall multiplier that is applied to the LineRenderer.widthCurve to get the final width of the line.

StartColor

StartColor get set

Set the color at the start of the line.

EndColor

EndColor get set

Set the color at the end of the line.

PositionCount

int PositionCount get set

Set/get the number of vertices.

UseWorldSpace

bool UseWorldSpace get set

If enabled, the points are considered as world space coordinates. If disabled, they are local to the transform of the GameObject to which this component is attached.

Loop

bool Loop get set

Enable this to connect the first and last positions of the line, and form a closed loop.

NumCornerVertices

int NumCornerVertices get set

Set this to a value greater than 0, to get rounded corners between each segment of the line.

NumCapVertices

int NumCapVertices get set

Set this to a value greater than 0, to get rounded corners on each end of the line.

TextureMode

int TextureMode get set

Control how the Texture is applied to the line. (0-3)

Alignment

int Alignment get set

Set the direction that the line faces. (0 or 1)

GameObject

GameObject get

Property Description

SColor get set

int get set

bool get set

bool get set

int get set

int get set

int get set

int get set

SGameObject get

void SetPosition (int index, SVector position)

SVector GetPosition (int index)

void SetPositions (SVector[] positions)

SVector[] GetPositions ()

void SetWidth (float start, float end)

void SetColors (SColor start, SColor end)

bool Enabled get set

bool ReceiveShadows get set

bool IsVisible get

bool CastShadows get set

bool MotionVectors get set

bool UseLightProbes get set

float StartWidth get set

float EndWidth get set

float WidthMultiplier get set

SVector
SVector
SVector
SVector
SColor
SColor
SColor
SColor
SGameObject

SColor get set

Space.Host.ExecutingObject.LineRenderer.SetPosition(1,Vector.New(0,0,0))
--this object will continuously render a line between two different game objects

refObject1 = Space.Host.GetReference("object1") --Add in References section of Scripting Runtime Component
refObject2 = Space.Host.GetReference("object2") --Add in References section of Scripting Runtime Component

thisObject = Space.Host.ExecutingObject

function OnUpdateFunction()
  thisObject.LineRenderer.PositionCount = 2 --this is necessary 

  thisObject.LineRenderer.SetPosition(1,refObject1.WorldPosition)
  thisObject.LineRenderer.SetPosition(2,refObject2.WorldPosition)

end

thisObject.OnUpdate(OnUpdateFunction)
vectorPosition = Space.Host.ExecutingObject.LineRenderer.GetPosition(1)
 Space.Host.ExecutingObject.LineRenderer.SetPositions({Vector.New(0,0,0) , Vector.New(1,1,1)})
--this object will continuously render a line between two different game objects

refObject1 = Space.Host.GetReference("object1") --Add in References section of Scripting Runtime Component
refObject2 = Space.Host.GetReference("object2") --Add in References section of Scripting Runtime Component

thisObject = Space.Host.ExecutingObject

function OnUpdateFunction()
  thisObject.LineRenderer.PositionCount = 2 --this is necessary
  thisObject.LineRenderer.SetPositions({refObject1.WorldPosition,refObject2.WorldPosition})

end

thisObject.OnUpdate(OnUpdateFunction)
tableVectorPositions = Space.Host.ExecutingObject.LineRenderer.GetPositions()
Space.Host.ExecutingObject.LineRenderer.SetWidth(5,7)
--the below script will make a slider set both the Line Renderer's Start Width and End Width
thisGameObject = Space.Host.ExecutingObject

refSlider = Space.Host.GetReference("Slider") --Add Reference to Scripting Runtime Component
refLineRenderer = Space.Host.GetReference("LineRenderer") --Add Reference to Scripting Runtime Component



OVC = function()
  local width = (refSlider.UISlider.Value * 5)  -- from 0 to 5
  refLineRenderer.LineRenderer.SetWidth(width,width)
end

refSlider.UISlider.OnValueChanged(OVC)
Space.Host.ExecutingObject.LineRenderer.SetColors(Color.Red, Color.Blue)
--clicking the object will open a color picker that changes both Line Renderer's Start Color and End Color

thisGameObject = Space.Host.ExecutingObject
originalStartColor = thisGameObject.LineRenderer.StartColor
originalEndColor = thisGameObject.LineRenderer.EndColor

OnChange = function(SColor) 
  thisGameObject.LineRenderer.SetColors(SColor,SColor) 
end

OnSelect = function(SColor)
    thisGameObject.LineRenderer.SetColors(SColor,SColor) 
end

OnCancel = function()
   thisGameObject.LineRenderer.SetColors(originalStartColor,originalEndColor) 
end

OnClick = function()
  Space.Dialogues.ColorPicker("title","okbutton", OnChange, OnSelect, OnCancel, originalStartColor)
end


thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)
Space.Host.ExecutingObject.LineRenderer.Enabled = false
--clicking this object toggles it's LineRenderer component On/Off

thisObject = Space.Host.ExecutingObject

function OnClickFunction()
  thisObject.LineRenderer.Enabled =  not thisObject.LineRenderer.Enabled
end

thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClickFunction)
Space.Host.ExecutingObject.LineRenderer.ReceiveShadows = false
--clicking this object toggles it's Recieve Shadows options

thisObject = Space.Host.ExecutingObject

function OnClickFunction()
  thisObject.LineRenderer.ReceiveShadows =  not thisObject.LineRenderer.ReceiveShadows
end

thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClickFunction)
isVisible = Space.Host.ExecutingObject.LineRenderer.IsVisible
Space.Host.ExecutingObject.LineRenderer.CastShadows = true
Space.Host.ExecutingObject.LineRenderer.MotionVectors = true
--clicking this object toggles it's Line Renderer's Motion Vectors (Per Object Motion or Force no motion)
thisObject = Space.Host.ExecutingObject

function OnClickFunction()
  thisObject.LineRenderer.MotionVectors =  not thisObject.LineRenderer.MotionVectors
end

thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClickFunction)
Space.Host.ExecutingObject.LineRenderer.UseLightProbes = true
--clicking this object toggles it's Light Probe between Off and Blend Mode

thisObject = Space.Host.ExecutingObject

function OnClickFunction()
  thisObject.LineRenderer.UseLightProbes =  not thisObject.LineRenderer.UseLightProbes
end

thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClickFunction)
Space.Host.ExecutingObject.LineRenderer.StartWidth = 1
--the below script will make a slider change the Line Renderers start width


thisGameObject = Space.Host.ExecutingObject

refSlider = Space.Host.GetReference("Slider") --Add Reference to Scripting Runtime Component
refLineRenderer = Space.Host.GetReference("LineRenderer") --Add Reference to Scripting Runtime Component

refSlider.UISlider.Value = refLineRenderer.LineRenderer.StartWidth / 2 --initial position of slider

OVC = function()
  refLineRenderer.LineRenderer.StartWidth = (refSlider.UISlider.Value * 2)  -- from 0 to 2
end

refSlider.UISlider.OnValueChanged(OVC)
Space.Host.ExecutingObject.LineRenderer.EndWidth = 2
--the below script will make a slider change the Line Renderer's End Width
thisGameObject = Space.Host.ExecutingObject

refSlider = Space.Host.GetReference("Slider") --Add Reference to Scripting Runtime Component
refLineRenderer = Space.Host.GetReference("LineRenderer") --Add Reference to Scripting Runtime Component

refSlider.UISlider.Value = refLineRenderer.LineRenderer.EndWidth / 2 --initial position of slider

OVC = function()
  refLineRenderer.LineRenderer.EndWidth = (refSlider.UISlider.Value * 2)  -- from 0 to 2
end

refSlider.UISlider.OnValueChanged(OVC)
Space.Host.ExecutingObject.LineRenderer.WidthMultiplier = 1.2
--the below script will make a slider change the Line Renderer's Width Multiplier
thisGameObject = Space.Host.ExecutingObject

refSlider = Space.Host.GetReference("Slider") --Add Reference to Scripting Runtime Component
refLineRenderer = Space.Host.GetReference("LineRenderer") --Add Reference to Scripting Runtime Component

refSlider.UISlider.Value = refLineRenderer.LineRenderer.WidthMultiplier / 5 --initial position of slider

OVC = function()
  refLineRenderer.LineRenderer.WidthMultiplier = (refSlider.UISlider.Value * 5)  -- from 0 to 5
end

refSlider.UISlider.OnValueChanged(OVC)
Space.Host.ExecutingObject.LineRenderer.StartColor = Color.Red
--clicking the object will open a color picker that changes the Line Renderer's Start Color

thisGameObject = Space.Host.ExecutingObject
originalColor = thisGameObject.LineRenderer.StartColor

OnChange = function(SColor) 
  thisGameObject.LineRenderer.StartColor = SColor
end

OnSelect = function(SColor)
  thisGameObject.LineRenderer.StartColor = SColor
end

OnCancel = function()
  thisGameObject.LineRenderer.StartColor = originalColor
end

OnClick = function()
  Space.Dialogues.ColorPicker("title","okbutton", OnChange, OnSelect, OnCancel, originalColor)
end


thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)
Space.Host.ExecutingObject.LineRenderer.EndColor = Color.Blue
--clicking the object will open a color picker that changes the Line Renderer's End Color

thisGameObject = Space.Host.ExecutingObject
originalColor = thisGameObject.LineRenderer.EndColor

OnChange = function(SColor) 
  thisGameObject.LineRenderer.EndColor = SColor
end

OnSelect = function(SColor)
  thisGameObject.LineRenderer.EndColor = SColor
end

OnCancel = function()
  thisGameObject.LineRenderer.EndColor = originalColor
end

OnClick = function()
  Space.Dialogues.ColorPicker("title","okbutton", OnChange, OnSelect, OnCancel, originalColor)
end


thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)
Space.Host.ExecutingObject.LineRenderer.PositionCount = 10
--the below script will make a slider change the Line Renderer's Position Count
thisGameObject = Space.Host.ExecutingObject

refSlider = Space.Host.GetReference("Slider") --Add Reference to Scripting Runtime Component
refLineRenderer = Space.Host.GetReference("LineRenderer") --Add Reference to Scripting Runtime Component

refSlider.UISlider.Value = refLineRenderer.LineRenderer.PositionCount  / 20 --initial position of slider

OVC = function()
  refLineRenderer.LineRenderer.PositionCount  = refSlider.UISlider.Value * 20  -- from 0 to 20
end

refSlider.UISlider.OnValueChanged(OVC)
Space.Host.ExecutingObject.LineRenderer.UseWorldSpace  = true
--clicking this object toggles it's Use World Space option

thisObject = Space.Host.ExecutingObject

function OnClickFunction()
  thisObject.LineRenderer.UseWorldSpace = not   thisObject.LineRenderer.UseWorldSpace

end


thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClickFunction)
Space.Host.ExecutingObject.LineRenderer.Loop = true
--clicking this object toggles it's Loop option

thisObject = Space.Host.ExecutingObject

function OnClickFunction()
  thisObject.LineRenderer.Loop = not   thisObject.LineRenderer.Loop

end


thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClickFunction)
Space.Host.ExecutingObject.LineRenderer.NumCornerVertices = 2
--the below script will make a slider change the Line Renderer's Corner Vertices
thisGameObject = Space.Host.ExecutingObject

refSlider = Space.Host.GetReference("Slider") --Add Reference to Scripting Runtime Component
refLineRenderer = Space.Host.GetReference("LineRenderer") --Add Reference to Scripting Runtime Component

refSlider.UISlider.Value = refLineRenderer.LineRenderer.NumCornerVertices  / 10 --initial position of slider

OVC = function()
  refLineRenderer.LineRenderer.NumCornerVertices  = refSlider.UISlider.Value * 10  -- from 0 to 10
end

refSlider.UISlider.OnValueChanged(OVC)
Space.Host.ExecutingObject.LineRenderer.NumCapVertices = 2
--the below script will make a slider change the Line Renderer's End Cap Vertices
thisGameObject = Space.Host.ExecutingObject

refSlider = Space.Host.GetReference("Slider") --Add Reference to Scripting Runtime Component
refLineRenderer = Space.Host.GetReference("LineRenderer") --Add Reference to Scripting Runtime Component

refSlider.UISlider.Value = refLineRenderer.LineRenderer.NumCapVertices  / 20 --initial position of slider

OVC = function()
  refLineRenderer.LineRenderer.NumCapVertices  = refSlider.UISlider.Value * 20  -- from 0 to 10
end

refSlider.UISlider.OnValueChanged(OVC)
Space.Host.ExecutingObject.LineRenderer.TextureMode = 2
--clicking this object toggles between it's 4 Texture Modes

thisObject = Space.Host.ExecutingObject

function OnClickFunction()
  if thisObject.LineRenderer.TextureMode == 3 then
    thisObject.LineRenderer.TextureMode = 0
  else 
    thisObject.LineRenderer.TextureMode = thisObject.LineRenderer.TextureMode + 1
  end
end


thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClickFunction)
Space.Host.ExecutingObject.LineRenderer.Alignment = 1
--clicking this object toggles it's Alignment option between View (0) and Transform Z (1)

thisObject = Space.Host.ExecutingObject

function OnClickFunction()
  if thisObject.LineRenderer.Alignment == 0 then
    thisObject.LineRenderer.Alignment = 1
  else thisObject.LineRenderer.Alignment = 0
  end

end


thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClickFunction)
theGameObject = Space.Host.ExecutingObject.LineRenderer.GameObject
StartColor
EndColor
PositionCount
UseWorldSpace
Loop
NumCornerVertices
NumCapVertices
TextureMode
Alignment
GameObject