using UnityEngine; public class Helpers { public static void DrawPlane(Vector3 position , Vector3 normal) { Vector3 v3; if (normal.normalized != Vector3.forward) v3 = Vector3.Cross(normal, Vector3.forward).normalized * normal.magnitude; else v3 = Vector3.Cross(normal, Vector3.up).normalized * normal.magnitude;; var corner0 = position + v3; var corner2 = position - v3; var q = Quaternion.AngleAxis(90.0f, normal); v3 = q * v3; var corner1 = position + v3; var corner3 = position - v3; Debug.DrawLine(corner0, corner2, Color.green); Debug.DrawLine(corner1, corner3, Color.green); Debug.DrawLine(corner0, corner1, Color.green); Debug.DrawLine(corner1, corner2, Color.green); Debug.DrawLine(corner2, corner3, Color.green); Debug.DrawLine(corner3, corner0, Color.green); Debug.DrawRay(position, normal, Color.red); } }