// Update is called once per frame void FixedUpdate() { GizmosGL.AddRing(ring.position, ring.innerRadius, ring.outerRadius, Quaternion.Euler(ring.rotation), ring.scale, ring.segments, ring.color); GizmosGL.AddArc(arc.position, arc.radius, arc.halfAngle, arc.rotation, arc.segments, arc.color); GizmosGL.AddSphere(sphere.position, sphere.radius, sphere.rotation, sphere.color); GizmosGL.AddSquare(square.position, square.scale, square.rotation); GizmosGL.AddCircle(circle.position, circle.radius, Quaternion.identity, circle.segments, circle.color); GizmosGL.AddCube(cube.position, cube.scale, cube.rotation); GizmosGL.AddCube(cube.position, cube.scale, cube.rotation); GizmosGL.AddCylinder(cylinder.position, cylinder.radius, cylinder.scale, cylinder.rotation, cylinder.halfLength, cylinder.segments, cylinder.color); GizmosGL.AddLine(line.start, line.end, line.startWidth, line.endWidth, line.startColor, line.endColor); }
// Update is called once per frame void Update() { GizmosGL.AddCircle(circle.position, circle.up, circle.radius, circle.segments, circle.color); GizmosGL.AddSquare(square.position, square.up, square.scale, square.color); GizmosGL.AddCube(cube.position, cube.scale, cube.color); GizmosGL.AddSphere(sphere.position, sphere.radius, sphere.rows, sphere.columns, sphere.color, sphere.longMin, sphere.longMax, sphere.latMin, sphere.latMax); GizmosGL.AddCylinder(cylinder.position, cylinder.up, cylinder.radius, cylinder.halfLength, cylinder.segments, cylinder.color); GizmosGL.AddRing(ring.position, ring.up, ring.innerRadius, ring.outerRadius, ring.segments, ring.color); GizmosGL.AddArc(arc.position, arc.up, arc.radius, arc.rotation, arc.halfAngle, arc.segments, arc.color); GizmosGL.AddLine(line.start, line.end, line.startWidth, line.endWidth, line.startColor, line.endColor); for (int i = 0; i < 50; i++) { GizmosGL.AddSphere(new Vector3(Mathf.Sin(i) * 10, i * 10, Mathf.Cos(i) * 10), 1, 16, 16, Color.red); } }