diff --git a/Assets/InteractionEngine/CommunicationEvents.cs b/Assets/InteractionEngine/CommunicationEvents.cs
index 3a3afcffa46ea8dbabc0f6e73cb370f4d30f3ab7..c4a80da18ed5aafc2e9200d5343cb7011ff021b2 100644
--- a/Assets/InteractionEngine/CommunicationEvents.cs
+++ b/Assets/InteractionEngine/CommunicationEvents.cs
@@ -9,6 +9,11 @@ public  class PointEvent : UnityEvent<RaycastHit,int>
     {
 
     }
+
+    public class LineEvent : UnityEvent<Vector3, Vector3> {
+
+    }
+
     public class HitEvent : UnityEvent<RaycastHit>
     {
 
@@ -30,7 +35,8 @@ public class ToolModeEvent : UnityEvent<ToolMode> {
     public static MouseOverFactEvent HighlightEvent = new MouseOverFactEvent();
     public static MouseOverFactEvent EndHighlightEvent = new MouseOverFactEvent();
     public static ToolModeEvent ToolModeChangedEvent = new ToolModeEvent();
-    public static PointEvent AddEvent = new PointEvent();
+    public static PointEvent AddPointEvent = new PointEvent();
+    public static LineEvent AddLineEvent = new LineEvent();
     public static FactEvent RemoveEvent = new FactEvent();
     public static ToolMode ActiveToolMode { get; set; }
 }
diff --git a/Assets/InteractionEngine/FactSpawner.cs b/Assets/InteractionEngine/FactSpawner.cs
index bae3376c815d4fd401b521217f6ef20b40c17481..e2111703e68499f279619361df5a74152d7c1130 100644
--- a/Assets/InteractionEngine/FactSpawner.cs
+++ b/Assets/InteractionEngine/FactSpawner.cs
@@ -6,7 +6,7 @@
 
 public class FactSpawner : MonoBehaviour
 {
-    public GameObject FactRepresentation;
+    private GameObject FactRepresentation;
     public string[] Facts = new String[100];
     public GameObject[] GameObjectFacts = new GameObject[100];
 
@@ -22,10 +22,12 @@ void Start()
         CommunicationEvents.EndHighlightEvent.AddListener(OnMouseOverFactEnd);
         CommunicationEvents.TriggerEvent.AddListener(OnHit);
         CommunicationEvents.ToolModeChangedEvent.AddListener(OnToolModeChanged);
-        CommunicationEvents.AddEvent.AddListener(SpawnFact);
+        CommunicationEvents.AddPointEvent.AddListener(SpawnPoint);
+        CommunicationEvents.AddLineEvent.AddListener(SpawnLine);
         CommunicationEvents.RemoveEvent.AddListener(DeletePoint);
 
-
+        //Default FactRepresenation = Sphere-Prefab for Points
+        this.FactRepresentation = (GameObject) Resources.Load("Prefabs/Sphere", typeof(GameObject));
 
     }
 
@@ -41,13 +43,9 @@ public int GetFirstEmptyID()
    
     }
 
-    public void SpawnFact(RaycastHit hit, int id) {
-        SpawnPoint(hit, id);
-    }
-
-
     public void SpawnPoint(RaycastHit hit, int id)
     {
+        this.FactRepresentation = (GameObject)Resources.Load("Prefabs/Sphere", typeof(GameObject));
         Debug.Log(id);
         GameObject point = GameObject.Instantiate(FactRepresentation);
         point.transform.position = hit.point;
@@ -72,6 +70,33 @@ public void DeletePoint(int id)
         Facts[id] = "";
     }
 
+    public void SpawnLine(Vector3 point1, Vector3 point2) {
+        int id = GetFirstEmptyID();
+        Debug.Log(id);
+        //Change FactRepresentation to Line
+        this.FactRepresentation = (GameObject)Resources.Load("Prefabs/Line2", typeof(GameObject));
+        GameObject line = GameObject.Instantiate(FactRepresentation);
+        //Place the Line in the centre of the two points
+        //and change scale and rotation, so that the two points are connected by the line
+        line.transform.position = Vector3.Lerp(point1, point2, 0.5f);
+        var v3T = line.transform.localScale;
+        v3T.y = (point2 - point1).magnitude;
+        //x and z of the line/Cube-GameObject here hard coded = ratio of sphere-prefab
+        v3T.x = 0.1f;
+        v3T.z = 0.1f;
+        line.transform.localScale = v3T;
+        line.transform.rotation = Quaternion.FromToRotation(Vector3.up, point2 - point1);
+
+        string letter = ((Char)(64 + id + 1)).ToString();
+        line.GetComponentInChildren<TextMeshPro>().text = letter;
+        line.GetComponent<FactObject>().Id = id;
+        //If a new Line was spawned -> We are in CreateLineMode -> Then we want the collider to be disabled
+        if (CommunicationEvents.ActiveToolMode != ToolMode.ExtraMode)
+            line.GetComponentInChildren<BoxCollider>().enabled = false;
+        Facts[id] = letter;
+        GameObjectFacts[id] = line;
+    }
+
     public void OnMouseOverFactEnd(Transform selection)
     {
         Renderer selectionRenderer;
@@ -122,7 +147,7 @@ public void OnHit(RaycastHit hit)
         else
         {
 
-            CommunicationEvents.AddEvent.Invoke(hit, GetFirstEmptyID());
+            CommunicationEvents.AddPointEvent.Invoke(hit, GetFirstEmptyID());
         }
     }
 
diff --git a/Assets/InteractionEngine/MMTInterface.cs b/Assets/InteractionEngine/MMTInterface.cs
index fbc917a8f3aa24d1fa8d4fd51ca5bce6fc5bcadd..37a25b95dabc3078e6ac1d48f990d1283c9bd6aa 100644
--- a/Assets/InteractionEngine/MMTInterface.cs
+++ b/Assets/InteractionEngine/MMTInterface.cs
@@ -27,7 +27,7 @@ void Start()
         mmtServerProcess = Process.Start(mmtServerProcessInfo);
         */
 
-        CommunicationEvents.AddEvent.AddListener(AddFactToMMT);
+        CommunicationEvents.AddPointEvent.AddListener(AddFactToMMT);
         CommunicationEvents.RemoveEvent.AddListener(RemoveFactFromMMT);   
         
 
diff --git a/Assets/InteractionEngine/WorldCursor.cs b/Assets/InteractionEngine/WorldCursor.cs
index 7dd3cc4f3036c507355c3527d4e95177c84e8f28..1bae810bcfb8635ba24830acc31be6b170142ffc 100644
--- a/Assets/InteractionEngine/WorldCursor.cs
+++ b/Assets/InteractionEngine/WorldCursor.cs
@@ -11,9 +11,14 @@ public class WorldCursor : MonoBehaviour
     private Camera Cam;
     private ToolMode ActiveToolMode{get; set;}
 
+    //Attributes for Highlighting of Facts when Mouse-Over
     private string selectableTag = "Selectable";
     private Transform lastFactSelection;
 
+    //Attributes for simulating the drawing of a line
+    public LineRenderer lineRenderer;
+    private List<Vector3> linePositions = new List<Vector3>();
+    private bool lineRendererActivated;
 
     void Start()
     {
@@ -64,7 +69,9 @@ void Update()
             }
             //SELECTION-HIGHLIGHTING-PART-END
 
-            CheckMouseButtons();
+            CheckMouseButtons(ray);
+
+            UpdateLineRenderer(transform.position);
 
         }
         else
@@ -78,15 +85,112 @@ void Update()
         
     }
 
-    void CheckMouseButtons()
+    //Deactivate LineRenderer so that no Line gets drawn when Cursor changes
+    void DeactivateLineRenderer()
     {
-       
-        //send HitEvent
-        if (Input.GetMouseButtonDown(0)){
-            if (EventSystem.current.IsPointerOverGameObject()) return;
-            CommunicationEvents.TriggerEvent.Invoke(Hit);
+        //Reset the first points
+        this.lineRenderer.SetPosition(0, Vector3.zero);
+        this.lineRenderer.SetPosition(1, Vector3.zero);
+        if (linePositions.Count > 0)
+            this.linePositions.Clear();
+        this.lineRendererActivated = false;
+    }
+
+    //Check if left Mouse-Button was pressed and handle it
+    void CheckMouseButtons(Ray ray)
+    {
+        if (Input.GetMouseButtonDown(0))
+        {
+            switch (this.ActiveToolMode)
+            {
+                case ToolMode.MarkPointMode:
+                    //send HitEvent
+                    CommunicationEvents.TriggerEvent.Invoke(Hit);
+                    break;
+                case ToolMode.ExtraMode:
+                    //send HitEvent
+                    CommunicationEvents.TriggerEvent.Invoke(Hit);
+                    break;
+                case ToolMode.DeleteMode:
+                    //send HitEvent
+                    CommunicationEvents.TriggerEvent.Invoke(Hit);
+                    break;
+                case ToolMode.CreateLineMode:
+                    //Je nachdem ob erster oder der zweite Punkt angeklickt wurde behandeln
+
+                    //Wenn erster Punkt einen Point-Collider erwischt hat:
+                    //Linie aktivieren und Cursor folgen
+                    //Wenn erster Punkt keinen Point-Collider erwischt hat:
+                    //Nichts tun -> Evtl Hint einblenden
+
+                    //Wenn zweiter Punkt einen Point-Collider erwischt hat:
+                    //Event senden um GameObject-Line zu erzeugen
+                    //Wenn zweiter Punkt keinen Point-Collider erwischt hat:
+                    //Linie deaktivieren -> Evtl Hint einblenden
+
+                    //LayerMask for Points
+                    int layerMask = 1 << LayerMask.NameToLayer("Point"); //only hit Point
+
+                    //Wenn bereits der erste Punkt markiert wurde
+                    if (this.lineRendererActivated)
+                    {
+                        //If a second Point was Hit
+                        if (Physics.Raycast(ray, out Hit, 30f, layerMask))
+                        {
+                            //Event for Creating the Line
+                            Vector3 point1 = this.linePositions[0];
+                            Vector3 point2 = Hit.transform.gameObject.transform.position;
+                            this.DeactivateLineRenderer();
+                            CommunicationEvents.AddLineEvent.Invoke(point1, point2);
+                            break;
+                        }
+                        //If no Point was hit
+                        else
+                        {
+                            //TODO: Hint that only a line can be drawn between already existing points
+                            this.DeactivateLineRenderer();
+                        }
+                    }
+                    //Wenn der erste Punkt noch nicht markiert wurde
+                    else
+                    {
+                        //Check if a Point was hit
+                        if (Physics.Raycast(ray, out Hit, 30f, layerMask))
+                        {
+                            //Set LineRenderer activated
+                            this.lineRendererActivated = true;
+                            //Add the position of the hit Point for the start of the Line
+                            Vector3 temp = Hit.transform.gameObject.transform.position;
+                            //temp += Vector3.up;
+
+                            linePositions.Add(temp);
+                            //The second point is the same point at the moment
+                            linePositions.Add(temp);
+                            this.lineRenderer.SetPosition(0, linePositions[0]);
+                            this.lineRenderer.SetPosition(1, linePositions[1]);
+                        }
+                        else
+                        {
+                            //TODO: Hint that only a line can be drawn between already existing points
+                        }
+                    }
+
+                    break;
+            }
         }
+    }
 
+    //Updates the second-point of the Line when First Point was selected in LineMode
+    void UpdateLineRenderer(Vector3 currentPosition)
+    {
+        if (this.ActiveToolMode == ToolMode.CreateLineMode)
+        {
+            if (this.lineRendererActivated)
+            {
+                this.linePositions[1] = currentPosition;
+                this.lineRenderer.SetPosition(1, this.linePositions[1]);
+            }
+        }
     }
 
     void CheckToolModeSelection() {
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new file mode 100644
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new file mode 100644
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+++ b/Assets/Materials/LineMaterial.mat
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new file mode 100644
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diff --git a/Assets/Prefabs.meta b/Assets/Resources/Prefabs.meta
similarity index 100%
rename from Assets/Prefabs.meta
rename to Assets/Resources/Prefabs.meta
diff --git a/Assets/Prefabs/AngleDisplay.prefab b/Assets/Resources/Prefabs/AngleDisplay.prefab
similarity index 100%
rename from Assets/Prefabs/AngleDisplay.prefab
rename to Assets/Resources/Prefabs/AngleDisplay.prefab
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similarity index 100%
rename from Assets/Prefabs/AngleDisplay.prefab.meta
rename to Assets/Resources/Prefabs/AngleDisplay.prefab.meta
diff --git a/Assets/Prefabs/Cursor.prefab b/Assets/Resources/Prefabs/Cursor.prefab
similarity index 100%
rename from Assets/Prefabs/Cursor.prefab
rename to Assets/Resources/Prefabs/Cursor.prefab
diff --git a/Assets/Prefabs/Cursor.prefab.meta b/Assets/Resources/Prefabs/Cursor.prefab.meta
similarity index 100%
rename from Assets/Prefabs/Cursor.prefab.meta
rename to Assets/Resources/Prefabs/Cursor.prefab.meta
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similarity index 100%
rename from Assets/Prefabs/DisplayPoint.prefab
rename to Assets/Resources/Prefabs/DisplayPoint.prefab
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similarity index 100%
rename from Assets/Prefabs/DisplayPoint.prefab.meta
rename to Assets/Resources/Prefabs/DisplayPoint.prefab.meta
diff --git a/Assets/Prefabs/DistanceDisplay.prefab b/Assets/Resources/Prefabs/DistanceDisplay.prefab
similarity index 100%
rename from Assets/Prefabs/DistanceDisplay.prefab
rename to Assets/Resources/Prefabs/DistanceDisplay.prefab
diff --git a/Assets/Prefabs/DistanceDisplay.prefab.meta b/Assets/Resources/Prefabs/DistanceDisplay.prefab.meta
similarity index 100%
rename from Assets/Prefabs/DistanceDisplay.prefab.meta
rename to Assets/Resources/Prefabs/DistanceDisplay.prefab.meta
diff --git a/Assets/Prefabs/FactDisplay.prefab b/Assets/Resources/Prefabs/FactDisplay.prefab
similarity index 100%
rename from Assets/Prefabs/FactDisplay.prefab
rename to Assets/Resources/Prefabs/FactDisplay.prefab
diff --git a/Assets/Prefabs/FactDisplay.prefab.meta b/Assets/Resources/Prefabs/FactDisplay.prefab.meta
similarity index 100%
rename from Assets/Prefabs/FactDisplay.prefab.meta
rename to Assets/Resources/Prefabs/FactDisplay.prefab.meta
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new file mode 100644
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