drawing multiple LineRenderer, they doesn't look the camera (billboarding)

Hi All,
I have a project in C# that use many nodes and connections. The nodes are working well, my problem is the connections, I draw lineRenderer but right now they are not looking the main camera, so the lines appears and disappears when I move the position of the camera.
It parse some DataSet and then it draws a line, the code works well, just missing the billboarding.
I have something like this:

public void RecalculateEdges(atlasType at, int modulo)
{
	
	foreach (nodeGroupType ng in  at.nodelist.nodegroup)
	{
		LineRenderer r_line = new GameObject().AddComponent("LineRenderer") as LineRenderer;
		r_line.transform.parent = gameObject.transform;
		r_line.transform.localPosition = Vector3.zero;
		r_line.material = new Material(Shader.Find("Particles/Additive"));
		r_line.SetColors(c1, c2);
		r_line.SetWidth(1.0f, 1.0f);
		r_line.SetVertexCount(2);
		foreach (int e_index in gm.Nodes[Convert.ToInt32(n.id.Remove(0,1))].EdgesTo){
			Vector3 fromCoord =  transform.TransformPoint((gm.Nodes[Convert.ToInt32(n.id.Remove(0,1))].currentCoordinates));
			Vector3 toCoord =      transform.TransformPoint((gm.Nodes[e.NodeTo].currentCoordinates));
			r_line.SetPosition(0, fromCoord);
			r_line.SetPosition (1, toCoord);
		}
	}
}

After testing, LineRenderer billboards the line. I am confused at your problem.

Hi I don’t know whats happening. I also added by hand a LineRenderer and it doesn’t billboard, when I rotate the camera the lines moves in unexpected way, also rotates but not facing the camera, it disappears and appears again while rotating. The Camera code is very simple, this is the part that moves the camera. Should I adjust something in the lineRenderer too?

void LateUpdate()
	{
		float speed = UnityEngine.Time.deltaTime * /*100 */ speed_modulation  * 40f ;
	
		/*if (InteractionGUI.interaction_mode == InteractionGUI.INTERACTION_MODES.NAVIGATE)
		{*/
			if(moveModel)
			{
				gameObject.transform.parent.RotateAround(target, Vector3.up, - 1.35f * pan * speed);
				
				Vector3 euler = gameObject.transform.rotation.eulerAngles;
				Vector3 direction = Vector3.Normalize(gameObject.transform.position);
				
//				Debug.Log("direction" + direction + "rot  " + rot);
				if ((direction.y <= 0.9f  direction.y >= -0.9f) ||  (direction.y > 0.9f  rot <= 0) ||  (direction.y < -0.9f  rot >= 0))
				
				{
					//gameObject.transform.parent.LookAt(target, Vector3.up);	
					Vector3 pointer = gameObject.transform.parent.transform.position - target;
					Vector3 side = Vector3.Cross(pointer, Vector3.up);
					gameObject.transform.parent.RotateAround(target, Vector3.Normalize(side) , 0.850f *  rot * speed );
					//gameObject.transform.parent.RotateAround(target, Vector3.Normalize(transform.TransformPoint(Vector3.right)) , 130.0f *  rot * speed );
				}	
				
				gameObject.transform.parent.RotateAround(target, Vector3.forward,  10* tilt * speed);	
				
				//Debug.Log("euler " + );
			}
		
			XIMCorrection = Vector3.zero;
			gameObject.transform.parent.LookAt(target);
			
			if (Vector3.Distance(target, transform.parent.position) > 10 || zoom < 0)
			{
				if(moveModel)
				{
					 transform.parent.position = Vector3.MoveTowards(transform.parent.position, target, zoom * 1.8f *speed);	
				}
			}

		/*}
		else if (InteractionGUI.interaction_mode == InteractionGUI.INTERACTION_MODES.SELECT)
		{
			if (!((gameObject.transform.parent.position.x >= 537  selectionTracker < 0) || (gameObject.transform.parent.position.x <= -708  selectionTracker > 0))) 
			gameObject.transform.parent.Translate(new Vector3(- selectionTracker  * 100 * UnityEngine.Time.deltaTime ,0,0));
		}*/
	}
	}

OK,
I have found the problem, is because is rendering behind another 3D Object and it make the line to disappears. LineRenderer supposed to work perfectly in 3D? Something related to CastShadows?
Thanks for the help
David