/// Credit Alastair Aitchison /// Sourced from - https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/issues/123/uilinerenderer-issues-with-specifying namespace UnityEngine.UI.Extensions { [AddComponentMenu("UI/Extensions/UI Line Connector")] [RequireComponent(typeof(UILineRenderer))] [ExecuteInEditMode] public class UILineConnector : MonoBehaviour { // The elements between which line segments should be drawn public RectTransform[] transforms; private Vector3[] previousPositions; private Vector3 previousLrPos; private RectTransform rt; private UILineRenderer lr; private void Awake() { rt = GetComponent(); lr = GetComponent(); } // Update is called once per frame void Update() { if (lr.RelativeSize) { Debug.LogWarning("While using UILineConnector, UILineRenderer should not use relative size, so that even if this RectTransform has a zero-size Rect, the positions of the points can still be calculated"); lr.RelativeSize = false; } if (transforms == null || transforms.Length < 1) { return; } // Get world position of UILineRenderer Vector3 lrWorldPos = rt.position; /*Performance check to only redraw when the child transforms move, or the world position of UILineRenderer moves */ bool updateLine = lrWorldPos != previousLrPos; if (!updateLine && previousPositions != null && previousPositions.Length == transforms.Length) { for (int i = 0; i < transforms.Length; i++) { if (transforms[i] == null) { continue; } if (!updateLine && previousPositions[i] != transforms[i].position) { updateLine = true; break; } } } if (!updateLine) return; // Calculate delta from the local position Vector2[] points = new Vector2[transforms.Length]; for (int i = 0; i < transforms.Length; i++) { if (transforms[i] == null) { continue; } var offsetPos = rt.InverseTransformPoint(transforms[i].position); points[i] = new Vector2(offsetPos.x, offsetPos.y); } // And assign the converted points to the line renderer lr.Points = points; lr.RelativeSize = false; lr.drivenExternally = true; //save previous positions previousLrPos = lrWorldPos; previousPositions = new Vector3[transforms.Length]; for (int i = 0; i < transforms.Length; i++) { if (transforms[i] == null) { continue; } previousPositions[i] = transforms[i].position; } } } }