DrawLineTimed - quick debug snippet

i use this a lot for debugging collision-related code like reflexions, sliding and ray castings, simple but useful to catch events that happen in a glimpse

IEnumerator DrawRayTimed (Vector3 origin, Vector3 direction, Color color, float duration) {
	do {
		duration -= Time.deltaTime;
		Debug.DrawRay (origin, direction, color);
		yield return 0;
	}
	while (duration > 0);
}

Really neat idea!