Start Angle for Pie & Arc, stored as radians in codeĮnd Angle for Pie & Arc, stored as radians in code Single, Radial, Angular or Bilinear colors Here are some example dashes, when set to Relative dash spacingĬolor of the disc, Radial Inner, Angular Start or Bilinear Inner StartĬolor of Radial Inner or Bilinear Outer StartĬolor of Angular End or Bilinear Inner End Dash Offset is always relative to a single period, which means integer values always look the same. Note that if you access the disc through code, angles are always in radians.ĭashed Rings & Arcs Dash Size and Dash Spacing are either in meters, relative to thickness, or a fixed count across the shape, depending on what Dash Space is set to. You can select what angular unit you want to use in the inspector. When drawing arcs or pies, you specify a Start Angle and an End Angle. This is so that you can specify Thickness and Radius in separate units, with predictable results. When in ring or arc mode, Radius is not the distance to the outer edge, but rather distance to the center of a cross section of the ring.
The Disc is a versatile shape encapsulating various Disc Types, including pie, ring and arc. Useful for a cheap way of drawing 3D lines without using much geometry This is useful for making lines that are locked to a plane, such as in 2D games, or for a 2D surface in a 3D world such as a screen or minimapīillboard polylines are positioned in 3D space, still using a flat mesh, always trying to face the camera. Geometry Flat 2D polylines are flat on the local space XY plane, ignoring Z. Round - corners are rounded off all soft, cuddly and good~ Don't cut yourself on these pointyboisīevel - corners are chipped off at their halfway angle, not sure who uses these joins to be honest but they're like always a thing Note that they may shoot off into infinity with very sharp corners. Miter - corners are extended to the line's intersection point. These are the cheapest of all! Useful for when you have high point density and don't want mitering effects, or when you just want something cheap! Simple - corners set thickness by vertex distance. Just like the lines, you can set Thickness and Thickness Space to various units, scaled by the per-point thickness. The Polyline Points use both a global Color, as well as per-point colors, these are multiplied together! You can think of the color as a tint color. A non- Closed path on the other hand has two endpoints. A Closed polyline means it's cyclical, its ends are connected. Polylines describe a line drawn along a path made of multiple points. Type of dash, either Basic, Angled or Rounded Offset of dashes, relative to the repeating period, where 1 = offset by the length of one dash+space, which means that it tiles/repeats at every integer When Dash Space is set to fixed count, this is a value from 0 to 1, where 0.5 means dashes and spaces have the same size When Dash Space is set to fixed count, this is the repeat count End To End (ensures a dash is snapped at each end).Tiling (ensures a repeating pattern, ends with space).
Snap Dashes to the full length of the shape. Fixed Count, where Size is the number of repeating periods across the shape, and Spacing is the fraction (0 to 1) of which should be space.Relative (to Thickness), which means a dash size of 1 is always a square dash.The space in which Size and Spacing is defined. Single color, or a gradient from start to end How thick this shape should be, in the given Thickness Space What blend mode to use when drawing this shapeĬolor of the line, or, the color of the starting point, when two colors are usedĬolor of the endpoint when two colors are used Here are some example dashes, when set to Relative dash spacing Round Caps - extends by half the Thickness at each endpoint, rounding the cornersĭashed Lines Dash Size and Dash Spacing are either in meters, relative to thickness, or a fixed count across the shape, depending on what Dash Space is set to. Square Caps - extends by half the Thickness at each endpoint Volumetric 3D lines are using actual polygons to render a 3D line with the given ThicknessĮnd Caps No Caps - cuts off immediately at each endpoint
This is useful for making lines that are locked to a plane, such as in 2D games, or for a 2D surface in a 3D world such as a screen or minimapīillboard lines are positioned in 3D space, still using a quad mesh, always trying to face the camera. Geometry Flat 2D lines are flat on the local space XY plane, ignoring Z. As with many other shapes, you can set Thickness Space to various units, so you can specify Thickness in either meters, pixels or noots. Lines are defined by a Start point and an End point, along with a configurable Thickness.