private void DrawPolygonCollider(Transform transform) { // Fetch the collider offset. var colliderOffset = m_ActiveCollider.offset; int pathCount = PolygonEditor.GetPathCount(); for (int pathIndex = 0; pathIndex < pathCount; ++pathIndex) { int pointCount = PolygonEditor.GetPointCount(pathIndex); // Draw the points. for (int i = 0, j = pointCount - 1; i < pointCount; j = i++) { Vector2 p0; Vector2 p1; PolygonEditor.GetPoint(pathIndex, i, out p0); PolygonEditor.GetPoint(pathIndex, j, out p1); p0 += colliderOffset; p1 += colliderOffset; Vector3 worldPosV0 = transform.TransformPoint(p0); Vector3 worldPosV1 = transform.TransformPoint(p1); worldPosV0.z = worldPosV1.z = transform.position.z; Handles.color = Color.green; Handles.DrawAAPolyLine(1.0f, new Vector3[] { worldPosV0, worldPosV1 }); } } }