Legacy Documentation: Version 4.5.0

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Handles.ConeCap

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

Description

Draw a Cone. Pass this into handle functions.

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


Cone Cap in the Scene View.

	// Draw one cone on each axis that points where the transform is looking at
	//
	// Usage: Attach the "DummyCubeCapScript.js" script to any Object you want
	// See this working on
	
	@CustomEditor (DummyConeCapScript)
	class ConeCap extends Editor {
		
		var coneSize : float = 1;
	
	    function OnSceneGUI () {
	    	Handles.color = Color.red;
	    	Handles.ConeCap(0,
				target.transform.position + Vector3(-5,0,0),
				target.transform.rotation,
				coneSize);
	    	Handles.color = Color.green;
	    	Handles.ConeCap(0,
				target.transform.position + Vector3(0,-5,0),
				target.transform.rotation,
				coneSize);    	
	    	Handles.color = Color.blue;
	    	Handles.ConeCap(0,
				target.transform.position + Vector3(0,0,-5),
				target.transform.rotation,
				coneSize);
	    }
	}

And the script attached to this Handle:

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