Legacy Documentation: Version 4.5.0

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Handles.CubeCap

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

Description

Draw a cube. Pass this into handle functions.

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


Cube Cap on the Scene View.

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

And the script attached to this Handle:

	//DummyCubeCapScript.js

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