gizmos icon indicating copy to clipboard operation
gizmos copied to clipboard

Used for drawing runtime gizmos in builds and editor (Unity3D)

Results 9 gizmos issues
Sort by recently updated
recently updated
newest added

Hello, Apparently, in my project, the rendering of gizmos works well only in the Editor when the Play Mode is not enabled. I can see the gizmos in SceneView and...

Does anybody test it on Andorid with AR 4.1.0 and URP 8.3.1. It doesn't render on phone.

This is not related to your package specifically, but maybe you know some info on how to fix it. Recently I added `RenderPipelineManager.endCameraRendering` to this package for rendering with Unity's...

i dont find Gizmos.DrawRay in here , how can i put it in ?

Unity has supported C# 9.0 since [2021.2](https://docs.unity3d.com/2021.2/Documentation/Manual/CSharpCompiler.html). Therefore [Target-typed new expressions](https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/proposals/csharp-9.0/target-typed-new) is not available in 2020 LTS. ![image](https://user-images.githubusercontent.com/19392641/226603776-ae310f67-41f3-4744-9a92-54b811239298.png)

Change how long a gizmo can be visible See: https://docs.unity3d.com/ScriptReference/Debug.DrawLine.html

Anyway to reduce or eliminate the memory allocation being created? ![Screenshot_3](https://github.com/popcron/gizmos/assets/125713876/3529c02a-c4bb-42ea-8560-98762c04bc98) I'm using your gizmos to display hitboxes. It works really well! ![Screenshot_4](https://github.com/popcron/gizmos/assets/125713876/753a3cfe-1bbb-49ca-a8df-83ea1abbc27f)

Previously I was working with URP, in which there are two active cameras (MainCamera, UICamera) in my game view. Calling methods such as `PopcronGizmos.Line` or `PopcronGizmos.Draw` was rendering fine when...