Set this to a value greater than 0, to get rounded corners on each end of the trail.
The value controls how many vertices are added to each end, where a higher value will give a smoother result.
#pragma strict public var numCapVertices: int = 0; public var numCornerVertices: int = 0; private var tr: TrailRenderer; function Start() { tr = GetComponent.<TrailRenderer>(); tr.material = new Material(Shader.Find("Sprites/Default")); tr.minVertexDistance = 0.5f; } function Update() { tr.numCapVertices = numCapVertices; tr.numCornerVertices = numCornerVertices; tr.transform.position = new Vector3(Mathf.Sin(Time.time * 1.51f) * 7.0f, Mathf.Cos(Time.time * 1.27f) * 4.0f, 0.0f); } function OnGUI() { GUI.Label(new Rect(25, 20, 200, 30), "Num Cap Vertices"); numCapVertices = intGUI.HorizontalSlider(new Rect(165, 25, 200, 30), floatnumCapVertices, 0.0f, 20.0f); GUI.Label(new Rect(25, 60, 200, 30), "Num Corner Vertices"); numCornerVertices = intGUI.HorizontalSlider(new Rect(165, 65, 200, 30), floatnumCornerVertices, 0.0f, 20.0f); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public int numCapVertices = 0; public int numCornerVertices = 0; private TrailRenderer tr;
void Start() { tr = GetComponent<TrailRenderer>(); tr.material = new Material(Shader.Find("Sprites/Default")); tr.minVertexDistance = 0.5f; }
void Update() { tr.numCapVertices = numCapVertices; tr.numCornerVertices = numCornerVertices; tr.transform.position = new Vector3(Mathf.Sin(Time.time * 1.51f) * 7.0f, Mathf.Cos(Time.time * 1.27f) * 4.0f, 0.0f); }
void OnGUI() { GUI.Label(new Rect(25, 20, 200, 30), "Num Cap Vertices"); numCapVertices = (int)GUI.HorizontalSlider(new Rect(165, 25, 200, 30), (float)numCapVertices, 0.0f, 20.0f);
GUI.Label(new Rect(25, 60, 200, 30), "Num Corner Vertices"); numCornerVertices = (int)GUI.HorizontalSlider(new Rect(165, 65, 200, 30), (float)numCornerVertices, 0.0f, 20.0f); } }