Hey all! I have been digging around on the net for how get nice AA lines with correct screenspace thickness, and there are a bunch of posts that describe the technique. http://prideout.net/blog/?p=61 http://codeflow.org/entries/2012/aug/05/webgl-rendering-of-solid-trails/ The first one uses the geometry shader in glsl, so it is a no go for cross platform in unity. The second one uses interesting packing of the VBO, which I don't think unity will allow either, but I think you can get close by overloading some of the other mesh elements with the additional data required. Can someone give me some hints on if there is a better way to handle this in unity? (the line renderer isn't gonna cut it, I have upwards of 10k lines on screen, and they are popping on and off all the time).