title: Draw cylinders between spheres keeping the same dimension to have a collider
body: <p>I'm a little stuck. I'm trying to draw a cylinder between two spheres while keeping its size always the same on the Z axis in Game View. The aim is to get a collider around the gizmos line by turning off the cylinder's Mesh Renderer to make it invisible. It would also be good to replace the Gizmos line with a LineRenderer but I would always need it to be the same size as the sphere on both sides.</p>
  
  <p><a href="https://i.stack.imgur.com/hqWiC.jpg" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/hqWiC.jpg" alt="enter image description here"></a></p>
  
  <p>This is my code:</p>
  
  <pre><code>GameObject newSphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
  // currentPosPoint = mouse click
  newSphere.transform.position = currentPosPoint; 
  // this way all the spheres appear of the same size even if in a different position on the Z axis
  newSphere.transform.localScale = Vector3.one * ((new Plane(cam.transform.forward, 
                                                             cam.transform.position).GetDistanceToPoint(
                                                             newSphere.transform.position)) / radiusPoint);
  // if the sphere is not the first
  if (count &gt; 1) {
      Vector3 start = posSphere1;
      Vector3 end = posSphere2;
      GameObject newCyl = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
      // I find the central position between the two spheres
      Vector3 pos = Vector3.Lerp(start, end, 0.5f);
      newCyl.transform.position = pos;
      // I find the rotation of the cylinder
      Vector3 dirV = Vector3.Normalize(end - start);
      Vector3 cylDefaultOrientation = new Vector3(0,1,0);
      Vector3 rotAxisV = dirV + cylDefaultOrientation;
      rotAxisV = Vector3.Normalize(rotAxisV);
      newCyl.transform.rotation = new Quaternion(rotAxisV.x, rotAxisV.y, rotAxisV.z, 0);
      float dist = Vector3.Distance(end, start);
      // it is from this point that I cannot get out of it
      // I resize the cylinder like the sphere
      newCyl.transform.localScale = Vector3.one * ((new Plane(cam.transform.forward, 
                                                              cam.transform.position).GetDistanceToPoint(
                                                              newCyl.transform.position)) / radiusPoint);
      // I assign the length of the cylinder to join its two ends to the spheres
      Vector3 newScale = newCyl.transform.localScale;
      newScale.y= dist/2;
      newCyl.transform.localScale = newScale;      
  }
  </code></pre>
  
  <p>As you can see the cylinders are the same size as the sphere only if they are oriented on the X axis.</p>
  
  <p>Do you have any suggestions to always get the same size of cylinders?
  As I said it is not needed to use cylinders, the target is to get a collider around the gizmos line, any change would be good.   </p>