public static void DrawArc( Angle start, Angle end, Angle RenderAngle, float Radius, float Width, float Heigth, Material mat ) { int NumberOfAngles = (int)((float)start.ArcLengthTo ( end ) / (float)RenderAngle); int last = 0; Angle angle; if ( start + NumberOfAngles * RenderAngle != end ) last=1; LineRenderer line = q[qlast].GetComponent<LineRenderer> (); line.SetWidth(Width, Heigth); line.SetVertexCount(NumberOfAngles + last); line.castShadows = false; line.receiveShadows = false; line.renderer.material = mat; line.renderer.enabled = false; qlast++; for ( int i = 0; i < NumberOfAngles + last; i++ ) { angle = start + i * RenderAngle; if ( i == NumberOfAngles && last > 0 ) angle = end; line.SetPosition ( i, angle.PointByRadius ( Radius ) ); } }