Version: 2019.3
LanguageEnglish
  • C#

Handles.DotHandleCap

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static void DotHandleCap(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 dot 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.

Dot Handle Cap in the Scene View.

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

using UnityEngine;

public class DotExample : MonoBehaviour {}

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

using UnityEditor;
using UnityEngine;

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

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