Grid Overlay Hallway Indicator Lines
#PanicRoom Day 084
#100DaysOfGameDev R2D49
#100DaysOfCode R2D49
![](https://i0.wp.com/gamedev.sinwyrm.com/wp-content/uploads/2020/08/2020-08-26_notepad_changelog.png?resize=800%2C350&ssl=1)
![](https://i0.wp.com/gamedev.sinwyrm.com/wp-content/uploads/2020/08/2020-08-26_Unity_horizontal_secondary_hall_overlay.png?resize=466%2C375&ssl=1)
Yesterday I (barely) had a single vertical hallway indicator line for primary hallways. It took me all morning just to get that all coded up and working and even then it wasn’t quite what I was going for. While I did have the line placed in the correct spot at the correct length, I couldn’t get the width to come out right. I fixed that today.
Not only did I get the width issue resolved (it was with the LineRenderer width not the prefab Transform.LocalScale) but I went on to get the horizontal primary hallway lines generated along with both types of secondary hallway lines. Busy morning of code today!
![](https://i0.wp.com/gamedev.sinwyrm.com/wp-content/uploads/2020/08/2020-08-26_Unity_vertical_secondary_hall_overlay.png?resize=527%2C411&ssl=1)
The secondary hallway lines were a little tricky, due to the nature of their varying start and end location possibilities, but some quality testing an problem-solving eventually led me to the correct settings I needed to get it all working right. I thought it would take me a lot longer to complete this feature, certainly longer than two days, so I hope that it’s a good sign that I might be getting better at coding. At the very least I know it’s a sign that I am getting better at overcoming obstacles, so I’ll take that win.