Legacy Documentation: Version 5.0
Language: English
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Handles.SphereCap

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public static function SphereCap(controlID: int, position: Vector3, rotation: Quaternion, size: float): void;
public static void SphereCap(int controlID, Vector3 position, Quaternion rotation, float size);

Parameters

Description

Draw a Sphere. Pass this into handle functions.

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


Sphere Cap on the Scene View.

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

And the script attached to this Handle:

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