Handles.ArrowCap
static function ArrowCap(controlID: int, position: Vector3, rotation: Quaternion, size: float): void;
static void ArrowCap(int controlID, Vector3 position, Quaternion rotation, float size);
static def ArrowCap(controlID as int, position as Vector3, rotation as Quaternion, size as float) as void
Description

Draw an arrow like those used by the move tool.

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


Arrow Cap in the Scene View.
	// Draw one Arrow on each axis of any GameObject 
	// that has the "DummyArrowCapScript.js" script attached.
	
	@CustomEditor (DummyArrowCapScript)
	class ArrowCap extends Editor {
		
		var arrowSize : float = 1;
	
	    function OnSceneGUI () {
	    	Handles.color = Color.red;
	    	Handles.ArrowCap(0,
	    			target.transform.position + Vector3(5,0,0),
	    			target.transform.rotation,
	    			arrowSize);
	    	Handles.color = Color.green;
	    	Handles.ArrowCap(0,
	    			target.transform.position + Vector3(0,5,0),
	    			target.transform.rotation,
	    			arrowSize);    	
	    	Handles.color = Color.blue;
	    	Handles.ArrowCap(0,
	    			target.transform.position + Vector3(0,0,5),
	    			target.transform.rotation,
	    			arrowSize);
	    }
	}
And the script attached to this Handle:
	//DummyArrowCapScript.js

Debug.Log("I have ArrowCap Handles attached to this transform!");