Scripting API

Gizmos

class in UnityEngine · UnityEngine.CoreModule

19 of 19 of Unity's membersUnity's documentation
In Tassix

Debug drawing in the Scene view. Players never draw gizmos (OnDrawGizmos isn't called outside the editor), so these do nothing, as in a Unity player; color and matrix keep what they're set to.

Properties 4

static Color color { get; set; }
static Texture? exposure { get; set; }
static Matrix4x4 matrix { get; set; }
static float probeSize { get; }

Methods 14

static float CalculateLOD(Vector3 position, float radius)
static void DrawCube(Vector3 center, Vector3 size)
static void DrawFrustum(Vector3 center, float fov, float maxRange, float minRange, float aspect)
static void DrawGUITexture(Rect screenRect, Texture texture, int leftBorder, int rightBorder, int topBorder, int bottomBorder, Material? mat)
static void DrawGUITexture(Rect screenRect, Texture texture)
static void DrawGUITexture(Rect screenRect, Texture texture, Material? mat)
static void DrawGUITexture(Rect screenRect, Texture texture, int leftBorder, int rightBorder, int topBorder, int bottomBorder)
static void DrawIcon(Vector3 center, string name, bool allowScaling)
static void DrawIcon(Vector3 center, string name, bool allowScaling, Color tint)
static void DrawIcon(Vector3 center, string name)
static void DrawLine(Vector3 from, Vector3 to)
static void DrawLineList(ReadOnlySpan<Vector3> points)
static void DrawLineStrip(ReadOnlySpan<Vector3> points, bool looped)
static void DrawMesh(Mesh mesh, int submeshIndex, Vector3 position, Quaternion rotation, Vector3 scale)
static void DrawMesh(Mesh mesh, Vector3 position, Quaternion rotation, Vector3 scale)
static void DrawMesh(Mesh mesh, Vector3 position, Quaternion rotation)
static void DrawMesh(Mesh mesh, Vector3 position)
static void DrawMesh(Mesh mesh)
static void DrawMesh(Mesh mesh, int submeshIndex, Vector3 position, Quaternion rotation)
static void DrawMesh(Mesh mesh, int submeshIndex, Vector3 position)
static void DrawMesh(Mesh mesh, int submeshIndex)
static void DrawRay(Ray r)
static void DrawRay(Vector3 from, Vector3 direction)
static void DrawSphere(Vector3 center, float radius)
static void DrawWireCube(Vector3 center, Vector3 size)
static void DrawWireMesh(Mesh mesh, int submeshIndex, Vector3 position, Quaternion rotation, Vector3 scale)
static void DrawWireMesh(Mesh mesh, Vector3 position, Quaternion rotation, Vector3 scale)
static void DrawWireMesh(Mesh mesh, Vector3 position, Quaternion rotation)
static void DrawWireMesh(Mesh mesh, Vector3 position)
static void DrawWireMesh(Mesh mesh)
static void DrawWireMesh(Mesh mesh, int submeshIndex, Vector3 position, Quaternion rotation)
static void DrawWireMesh(Mesh mesh, int submeshIndex, Vector3 position)
static void DrawWireMesh(Mesh mesh, int submeshIndex)
static void DrawWireSphere(Vector3 center, float radius)

Checked against Unity

Conformance scenarios that exercise it, recorded in Unity and compared event by event.