OptionaldashDefault global dash scale. See LineRenderer.setDashScale. Default 1.
OptionaldepthWhen true, register a thin-instance-aware depth material with the
scene's depth renderer (via mesh.twinfinity.line) so this renderer's
lines participate in depth-based post-processes (LineShading, SSAO).
Default false — the color pass alpha-blends without writing scene depth.
Recommended on for 3D thin elements (pipes, rebar, powerlines, cables) that should feel grounded in the scene. Recommended off for 2D-style overlay drawings (DWG annotations) that should read as ink-on-top.
The opt-in adds an extra draw of the line mesh during the depth pass (stripped fragment shader, SDF discard, no color/blending) — typically ~30-50 % the per-fragment cost of the color pass.
OptionalinitialPre-allocate the cached matrix and meta buffers for at least this many segments. Saves the first upload from paying the cache-growth cost. Defaults to 0 (lazy growth from the first upload).
OptionalrenderingBabylon rendering-group id for the renderer's mesh. Higher groups draw on top of lower ones. Default 0. Use this to interleave line layers with non-line content (e.g. main lines at 1, highlight lines at 2, above shaded meshes at 0).
OptionalwidthDefault width interpretation. false (default) = screen-space pixels,
width stays constant as the camera zooms — readable CAD-style.
true = world units, width attenuates with depth.
Construction-time tuning for
LineRenderer. All fields optional — defaults match common usage (pixel widths, dash scale 1, no preallocation).