private void ResetLineRenderer()
        {
            const int points = 100;

            var positions = new Vector3[points];

            for (var i = 0; i < 100; i++)
            {
                positions[i] = curveBaseMath.CalcPositionByDistanceRatio(((float)i / (points - 1)));
            }

            lineRenderer.SetVertexCount(points);
            lineRenderer.SetPositions(positions);
        }
        private void ResetLineRenderer()
        {
            const int points = 100;

            var positions = new Vector3[points];

            for (var i = 0; i < 100; i++)
            {
                positions[i] = curveBaseMath.CalcPositionByDistanceRatio(((float)i / (points - 1)));
            }
#if UNITY_5_5
            lineRenderer.numPositions = points;
#elif UNITY_5_6_OR_NEWER
            lineRenderer.positionCount = points;
#else
            lineRenderer.SetVertexCount(points);
#endif
            lineRenderer.SetPositions(positions);
        }