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How to change the Order of lines in linerenderer?
There are two ways of changing the LineRenderer ‘s draw order: Creating a complately new layer (normal, not sorting) named for example LineLayer and creating a new camera for it. Set the camera’s culling mask to view only this layer and turn it off in other cameras.
Can you use linerenderer in sorting layers in Unity?
On Unity forums I also read a post which says that we shouldn’t use sorting layers with linerenderer and use only Z positions. If someone has any experience with this, I would be grateful. I really have no idea if I’m doing something wrong or what. First of all – SpriteRenderer and LineRenderer don’t cooperate, as they say on Unity forums.
How to set the curve for linerenderer in Unity?
Set the curve describing the width of the line at various points along its length. Set an overall multiplier that is applied to the LineRenderer.widthCurve to get the final width of the line. Creates a snapshot of LineRenderer and stores it in mesh.
How to set the overall multiplier for linerenderer?
Set an overall multiplier that is applied to the LineRenderer.widthCurve to get the final width of the line. Creates a snapshot of LineRenderer and stores it in mesh.
What’s the layer order for a line renderer?
My line renderer, if z:90, must have a layer order > 0, or a z value < 90. In both cases, it shows on top of my UI. I essentially have a canvas with a background image, which must be behind everything else, a line renderer (used to connect “dots”), and circle-shaped Images which must be on top.
What should the layer order be in Unity?
Every UI element on my canvas behaves like its z:90 and “order in layer”: 0 but those aren’t really configurable values for a UI object. My line renderer, if z:90, must have a layer order > 0, or a z value < 90. In both cases, it shows on top of my UI.