This is an update to DebugLine. It is adapted for my needs and maybe it's useful for you too. =
/* Updated By: John Pile Jr
* Notes:
* 1. Since I am using this for 2D , I removed all references for setting line width based on height.
* 2. Updated depricated way for setting start/end color and width in LineRenderer.
* 3. Rearranged how gameObject is created to allow for updating line renderer after initialization (fade out)
* 4. Changed to time to countdown in order efficiently do the fadeout calculations.
* 5. Removed fixed update stuff (I just don't need it).
*
* ------------------------------------------------------------------------------------------------
*
* Original Author: Spencer Evans (https://wiki.unity3d.com/index.php/DebugLine)
*
* Description:
* DebugLine.cs provides 2 useful functions for debugging : DrawLine and DrawRay. These functions are almost identical to those provided in the Unity 3D
* engine Debug class (http://docs.unity3d.com/Documentation/ScriptReference/Debug.html), except in the following ways:
* 1. The lines are drawn in the Game window, not the Scene editor window.
* 2. A "width" option is provided - allowing the user to choose the width in pixels of the line drawn.
* 3. The "depthTest" parameter in the Debug.DrawLine() and Debug.DrawRay() functions is unavailable; all lines are obscured by objects closer to the camera.
*
* Usage:
* 1. Create a new folder titled "Plugins", and move it to your project's "/Assets" folder (if you haven't already).
* 2. Create and place "DebugLine.cs" inside the "/Plugins" folder.
* 3. Call the DebugLine.DrawLine() or DebugLine.DrawRay() functions just as you would with the Debug class.
*
*/