Android Unity Game Development Blog, Day 6: Death To Drawing Hexagons (almost)
What I did:
Today I said goodbye to treating Unity like a 3D modelling tool (almost). I found a problem with my “Handles.DrawLines” method, and for the life of me I couldn’t figure out what it was. Here was the problem:

See how one of the white polygon lines and the “handles” are drawing on top of the UI dialog I created? Yeah well here’s what I tried:
- Changing various camera settings
- Putting a Plane object behind the UI
- Delaying the drawing of the Hexagon lines
- Randomly bashing my head against the keyboard
What I learned:
I came the the conclusion that even if I find a workaround, it’s really only ever going to be a workaround because I’m using the wrong tool for the job. “Handles.DrawLine” is really made for Gizmos, like using a spanner to bang in a nail.
So I went back to a selection prefab, except for the flashing hexagons — I’ll keep those as they are using a GameObject as their base, and that is at least as close to standard Unity as you’ll get.
Anyway, here’s what it looks like now:

And nothing drawing through my dialog:

What Next?
Turns