Debug.DrawRay - Can't get it to work

Hello,

what I actually want to do is placing a building, however I can't get Debug.DrawRay nor Debug.DrawLine to work.

I've tried numerous things so far, I'd be happy with seeing a Ray / Line at all so I recently changed the code to the following: (within the camera script)

Vector3 forward = transform.forward; 
Debug.DrawRay(transform.position, forward);
Debug.DrawLine(transform.position, transform.position + forward * 10000);

Before that I tried the code from another question (http://answers.unity3d.com/questions/14474/add-building-in-rts) without success: ("Hit" would only be logged if the mouse is way off screen)

Ray ray = camera.ViewportPointToRay(Input.mousePosition);
RaycastHit hit;
if(Physics.Raycast(ray, out hit, Mathf.Infinity))
{
   Debug.Log("Hit");
}

I really hope that I'm just stupid and missing something obvious. (First time I have to do with 3D in general, implementing a working Dijkastra-Pathfinder is the only thing I managed so far in Unity ^_^)

From the script reference:

// Draws a 10 meter long green line from the position
// forward along the transform's z-axis.
function Update () {
var forward = transform.TransformDirection(Vector3.forward) * 10;
Debug.DrawRay (transform.position, Vector3.forward * 10, Color.green);
}

It needs to be an update or it will draw and be finished faster than you can see it on the editor.

The reason it would not show is that Debug.DrawRay does not draw anything when assigned the mathf.infinity. So remember when debugging, always assign values on it.

It could be something as simple as you don’t have Gizmos turned on in the GUI.

Hopefully given the dates above the OP has already resolved this. Just adding this as it turned out to be my issue.