Setting polyline point positions in world space
Can polyline points be set in world space?
I know I can set the transform of the gameobject to zero but I want to use the polyline in a dynamic gui where parts of it are constrained by stuff taking place within a canvas and some points are driven both by game object locations and touch input.
Would be much easier to have the polyine nested in the larger gui hierarchy and define only a few points in world space.
Reporting a bug? please specify Unity version:
Reporting a bug? please specify Shapes version:
Reporting a bug? please specify Render Pipeline:
Built-in render pipeline
Never mind, I just discovered transform.InverseTransformPoint()