Quick answer: Set the position count and positions, choose the right use-world-space setting, and give it a visible width and material.

A LineRenderer not updating is positions or rendering settings. Here is how to fix it.

How to fix it

1. Set position count and positions

Set positionCount to the number of points and assign each position. If the count is zero or positions are not updated, the line shows nothing or stays stale. Update both when the line changes.

2. Check use-world-space

useWorldSpace determines whether positions are in world or local space. The wrong setting makes the line appear in the wrong place or move with the object unexpectedly. Set it to match how you provide positions.

3. Give it width and material

A LineRenderer with zero width or no material is invisible. Set a non-zero width (and width curve if needed) and assign a material so the line actually renders.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.