You can do that with custom drawing functions. You can read about them here: http://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.htmlAs a quick example, attach this code to your sprite:[code]extends Sprite# im using 2 arbitrary points, these could easily be a list and defined programmatically.var point_to = Vector2(0,0)var point_from = Vector2(200,200)var line_colour = Color(1,0,0) #redfunc ready(): set_process(true) func process(delta): update()func draw(): draw_line(point_from, point_to, line_colour)[/code]Basically, you define your custom draw code in [tt]draw()[/tt] then you call [tt]update()[/tt] in the process function to ensure your draw code gets called each frame. For a more fancy curved line you could try this:[code]extends Sprite# im using 2 arbitrary points, these could easily be a list and defined programmatically.var point_to = Vector2(0,0)var point_from = Vector2(200,200)var line_colour = Color(1,0,0) #redfunc ready(): set_process(true) func process(delta): update()func draw_bezier_arc(from, to, curve, colour): # curve is a Vector2, that sets the control point for the curve var nb_points = 32 var points_arc = Vector2Array() for i in range(nb_points+1): var t = (1.0 / nb_points) i var point = Vector2(0,0) point.x = (1 - t) (1 - t) from.x + 2 (1 - t) t curve.x + t t to.x point.y = (1 - t) (1 - t) from.y + 2 (1 - t) t curve.y + t t * to.y points_arc.push_back(point) for indexPoint in range(nb_points): draw_line(points_arc[indexPoint], points_arc[indexPoint+1], colour) func _draw(): # using tangential line from the mid-point between the to and from vecs to control the curve var centre = Vector2((point_from.x + point_to.x) / 2, (point_from.y + point_to.y) / 2) draw_bezier_arc(point_from, point_to, centre.tangent(), line_colour)[/code]Hope that helps!