Legacy Documentation: Version 4.5.0

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Handles.CircleCap

static function CircleCap(controlID: int, position: Vector3, rotation: Quaternion, size: float): void;
static void CircleCap(int controlID, Vector3 position, Quaternion rotation, float size);
static def CircleCap(controlID as int, position as Vector3, rotation as Quaternion, size as float) as void

Description

Draw a camera-facing Circle. Pass this into handle functions.

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


Circle Cap in the scene view.

	// Draw one Circle on each axis of any GameObject that
	// has the "DummyCircleCapScript.js" script attached.
	
	@CustomEditor (DummyCircleCapScript)
	class CircleCap extends Editor {
		
		var circleSize : float = 1;
	
	    function OnSceneGUI () {
	    	Handles.color = Color.red;
	    	Handles.CircleCap(0,
	    			target.transform.position + Vector3(5,0,0),
	    			target.transform.rotation,
	    			circleSize);
	    	Handles.color = Color.green;
	    	Handles.CircleCap(0,
	    			target.transform.position + Vector3(0,5,0),
	    			target.transform.rotation,
	    			circleSize);    	
	    	Handles.color = Color.blue;
	    	Handles.CircleCap(0,
	    			target.transform.position + Vector3(0,0,5),
	    			target.transform.rotation,
	    			circleSize);
	    }
	}

And the script attached to this Handle:

	//DummyCircleCapScript.js
	
	Debug.Log("I have CircleCap Handles attached to this transform!");