Version: 5.6 (switch to 2017.1b)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

TrailRenderer.numCornerVertices

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public var numCornerVertices: int;
public int numCornerVertices;

Description

Set this to a value greater than 0, to get rounded corners between each segment of the trail.

The value controls how many vertices are added to each joint, 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); } }