Legacy Documentation: Version 4.5.0

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Handles.RadiusHandle

static function RadiusHandle(rotation: Quaternion, position: Vector3, radius: float, handlesOnly: bool): float;
static float RadiusHandle(Quaternion rotation, Vector3 position, float radius, bool handlesOnly);
static def RadiusHandle(rotation as Quaternion, position as Vector3, radius as float, handlesOnly as bool) as float
static function RadiusHandle(rotation: Quaternion, position: Vector3, radius: float): float;
static float RadiusHandle(Quaternion rotation, Vector3 position, float radius);
static def RadiusHandle(rotation as Quaternion, position as Vector3, radius as float) as float

Parameters

rotationOrientation of the handle.
positionCenter of the handle in 3D space.
radiusRadius to modify.

Returns

float The modified radius

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

Description

Make a Scene view radius handle.


RadiusHandle on the Scene View.

	// Simple script that draws and controls a float var on any Game Object that has the 
	// ColliderRadius.js script attached.
	
	@CustomEditor (ColliderRadius)
	class RadiusHandleJS extends Editor {
		function OnSceneGUI () {
	        target.areaOfEffect = Handles.RadiusHandle (Quaternion.identity, 
	        						target.transform.position, 
	        						target.areaOfEffect);
	        if (GUI.changed)
	            EditorUtility.SetDirty (target);
	    }
	}

And the Script attached to this handle:

	// Place this script where you want to see the RadiusHandler working on.
	
	var areaOfEffect : float = 1;