# raycast draw diagonal line problem?

i am trying to create 4 rays from all the object corner’s the problem the 4 ray’s combined in point under the plane how i can stop this and make them stay straight not diagonal

``````public class cubediminsion : MonoBehaviour
{

Collider mcollider;
float sizeX, sizeY, sizeZ;
Vector3 collider_size;
// Start is called before the first frame update
void Start()
{
mcollider = GetComponent<Collider>();
collider_size = mcollider.bounds.size;
sizeX = mcollider.bounds.size.x;
sizeY = mcollider.bounds.size.y;
sizeZ = mcollider.bounds.size.z;
Debug.Log("Collider Size : " + collider_size);
}
void raycastdraw()
{
Vector3 corner1 = transform.position + new Vector3(sizeX / 2, -sizeY / 2 + 0.1f, sizeZ / 2);
Vector3 corner2 = transform.position + new Vector3(-sizeX / 2, -sizeY / 2 + 0.1f, sizeZ / 2);
Vector3 corner3 = transform.position + new Vector3(sizeX / 2, -sizeY / 2 + 0.1f, -sizeZ / 2);
Vector3 corner4 = transform.position + new Vector3(-sizeX / 2, -sizeY / 2 + 0.1f, -sizeZ / 2);
Debug.DrawLine(corner1, Vector3.down, Color.blue);
Debug.DrawLine(corner2, Vector3.down, Color.blue);
Debug.DrawLine(corner3, Vector3.down, Color.blue);
Debug.DrawLine(corner4, Vector3.down, Color.blue);
}

// Update is called once per frame
void Update()
{
raycastdraw();
}
``````

i changed the debug.Drawline with debug.Drawray and problem solved sorry for newbies question