Version: 2021.3
LanguageEnglish
  • C#

IDrawSelectedHandles.OnDrawHandles

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

Declaration

public void OnDrawHandles();

Description

Implement this method to draw non-interactive handles when a custom editor tool is available.

This method is called when a custom editor tool is available for the current selection. Use this method to draw information in the SceneView. A custom editor tool is an EditorTool with a target type specified by the EditorToolAttribute.

using System;
using UnityEngine;
using UnityEditor;
using UnityEditor.EditorTools;

[EditorTool("Light Tool", typeof(Light))] public class CustomEditorLightTool : EditorTool, IDrawSelectedHandles { // OnToolGUI is called when the tool is active. Interactive handles belong here. public override void OnToolGUI(EditorWindow window) { var position = Tools.handlePosition;

EditorGUI.BeginChangeCheck();

var result = Handles.PositionHandle(position, Quaternion.identity);

if (EditorGUI.EndChangeCheck()) { var delta = result - position;

Undo.RecordObjects(Selection.transforms, "Move Lights");

foreach (var light in targets) ((Light)light).transform.position += delta; } }

// OnDrawHandles is called when a custom editor tool is available for the current selection. Use this to draw // information in the SceneView when any object matching the target type is selected. public void OnDrawHandles() { foreach (var light in targets) { // If the Light Tool is active, draw a green radius handle. If it is not active, make the radius blue. Handles.color = EditorTools.IsActiveTool(this) ? Color.green : Color.blue; Handles.RadiusHandle(Quaternion.identity, ((Light)light).transform.position, 2f); Handles.color = Color.white; } } }