Version: 2019.2
LanguageEnglish
  • C#

Handles.DrawBezier

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public static void DrawBezier(Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent, Color color, Texture2D texture, float width);

Parameters

startPositionThe start point of the bezier line.
endPositionThe end point of the bezier line.
startTangentThe start tangent of the bezier line.
endTangentThe end tangent of the bezier line.
colorThe color to use for the bezier line.
textureThe texture to use for drawing the bezier line.
widthThe width of the bezier line.

Description

Draw textured bezier line through start and end points with the given tangents.

To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel. The bezier curve will be swept using this texture.

Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.


Bezier Line in the Scene View.

using UnityEngine;
using UnityEditor;

[CustomEditor(typeof(BezierExample))] public class DrawBezierExample : Editor { private void OnSceneViewGUI(SceneView sv) { BezierExample be = target as BezierExample;

be.startPoint = Handles.PositionHandle(be.startPoint, Quaternion.identity); be.endPoint = Handles.PositionHandle(be.endPoint, Quaternion.identity); be.startTangent = Handles.PositionHandle(be.startTangent, Quaternion.identity); be.endTangent = Handles.PositionHandle(be.endTangent, Quaternion.identity);

Handles.DrawBezier(be.startPoint, be.endPoint, be.startTangent, be.endTangent, Color.red, null, 2f); }

void OnEnable() { Debug.Log("OnEnable"); SceneView.onSceneGUIDelegate += OnSceneViewGUI; }

void OnDisable() { Debug.Log("OnDisable"); SceneView.onSceneGUIDelegate -= OnSceneViewGUI; } }

And the script attached to this Handle:

using UnityEngine;

public class BezierExample : MonoBehaviour { public Vector3 startPoint = new Vector3(-0.0f, 0.0f, 0.0f); public Vector3 endPoint = new Vector3(-2.0f, 2.0f, 0.0f); public Vector3 startTangent = Vector3.zero; public Vector3 endTangent = Vector3.zero; }