Hey Aron, just replaced the circleXZ with a line and while it did display in the editor play-mode, it also isn’t rendering in the standalone build (webgl). Seems an issue with lines specifically.
Isn’t it safe to assume that if I can see it while in play-mode in the editor, that it should also render in the standalone? I am using the in-game renderer. These are the methods I’m using. I call the “DrawCircle” method when the territory is not being interacted with, and the “DrawFilledCircle” when it is (when the capturing begins). In this method, both Draw commands have the “ingame” modifier, but only the SolidCircleXZ is rendering.
private void DrawFilledCircle(Vector3 position, float radius, Color color)
{
Draw.ingame.CircleXZ(position, radius , color);
Draw.ingame.SolidCircleXZ(position, radius, _startAngle, _endAngle * _percentageCaptured, color);
}
private void DrawCircle(Vector3 position, float radius)
{
Draw.ingame.CircleXZ(position, radius , _gradient.Evaluate(_percentageCaptured));
}
EDIT: I also just tried again, this time using a custom builder instantiated in awake:
protected override void Awake()
{
_draw = DrawingManager.GetBuilder(true);
}
And have adapted the functions as such:
private void DrawFilledCircle(Vector3 position, float radius)
{
// Create a new CommandBuilder configured to draw in the game
using (_draw) {
Draw.ingame.CircleXZ(position, radius , _gradient.Evaluate(_percentageCaptured));
Draw.ingame.SolidCircleXZ(position, radius, _startAngle, _endAngle * _percentageCaptured, _gradient.Evaluate(_percentageCaptured));
}
}
private void DrawFilledCircle(Vector3 position, float radius, Color color)
{
using (_draw)
{
Draw.ingame.CircleXZ(position, radius, color);
Draw.ingame.SolidCircleXZ(position, radius, _startAngle, _endAngle * _percentageCaptured, color);
}
}
And the CircleXZ still doesn’t render in the WebGL standalone player.