Legacy Documentation: Version 4.6.2
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Handles.RadiusHandle

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

Parameters

rotation Orientation of the handle.
position Center of the handle in 3D space.
radius Radius 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;