Legacy Documentation: Version 2018.2 (Go to current version)
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Handles.RectangleHandleCap

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public static void RectangleHandleCap(int controlID, Vector3 position, Quaternion rotation, float size, EventType eventType);

Parameters

controlIDThe control ID for the handle.
positionThe position of the handle in the space of Handles.matrix.
rotationThe rotation of the handle in the space of Handles.matrix.
sizeThe size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.
eventTypeEvent type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events.

Description

Draw a rectangle handle. Pass this into handle functions.

On EventType.Layout event, calculates handle distance to mouse and calls HandleUtility.AddControl accordingly.

On EventType.Repaint event, draws the handle shape.

Rectangle Handle Cap in the Scene View.

Add the following script to your Assets folder as RectangleExample.cs and add the RectangleExample component to an object in a scene.

using UnityEngine;

public class RectangleExample : MonoBehaviour {}

Add the following script to Assets/Editor as RectangleExampleEditor.cs and select the object with the RectangleExample component.

using UnityEditor;
using UnityEngine;

[CustomEditor(typeof(RectangleExample))] public class RectangleExampleEditor : Editor { float size = 1f;

protected virtual void OnSceneGUI() { if (Event.current.type == EventType.Repaint) { Transform transform = ((RectangleExample)target).transform; Handles.color = Handles.xAxisColor; Handles.RectangleHandleCap( 0, transform.position + new Vector3(3f, 0f, 0f), transform.rotation * Quaternion.LookRotation(Vector3.right), size, EventType.Repaint ); Handles.color = Handles.yAxisColor; Handles.RectangleHandleCap( 0, transform.position + new Vector3(0f, 3f, 0f), transform.rotation * Quaternion.LookRotation(Vector3.up), size, EventType.Repaint ); Handles.color = Handles.zAxisColor; Handles.RectangleHandleCap( 0, transform.position + new Vector3(0f, 0f, 3f), transform.rotation * Quaternion.LookRotation(Vector3.forward), size, EventType.Repaint ); } } }

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