Legacy Documentation: Version 5.3
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Handles.CircleCap

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public static function CircleCap(controlID: int, position: Vector3, rotation: Quaternion, size: float): void;
public static void CircleCap(int controlID, Vector3 position, Quaternion rotation, float size);

Parameters

controlID The control ID for the handle.
position The world-space position for the start of the handle.
rotation The rotation of the handle.
size The size of the handle in world-space units.

Description

Draw a camera-facing Circle. Pass this into handle functions.

Note: Use HandleUtility.GetHandleSize if you want the handle to always remain the same size on the screen.


Circle Cap in the Scene view.

To use this example, place this script in the Assets/Editor folder:

#pragma strict
@CustomEditor(DummyCircleCap)
public class CircleCapEditor extends Editor {
	public var circleSize: float = 1;
	function OnSceneGUI() {
		var t: DummyCircleCap = target as DummyCircleCap;
		Handles.color = Color.red;
		Handles.CircleCap(0, t.transform.position + new Vector3(5, 0, 0), t.transform.rotation, circleSize);
		Handles.color = Color.green;
		Handles.CircleCap(0, t.transform.position + new Vector3(0, 5, 0), t.transform.rotation, circleSize);
		Handles.color = Color.blue;
		Handles.CircleCap(0, t.transform.position + new Vector3(0, 0, 5), t.transform.rotation, circleSize);
	}
}
using UnityEngine;
using UnityEditor;

[CustomEditor( typeof( DummyCircleCap ) )] public class CircleCapEditor : Editor { public float circleSize = 1;

void OnSceneGUI( ) { DummyCircleCap t = target as DummyCircleCap;

Handles.color = Color.red; Handles.CircleCap( 0, t.transform.position + new Vector3( 5, 0, 0 ), t.transform.rotation, circleSize );

Handles.color = Color.green; Handles.CircleCap( 0, t.transform.position + new Vector3( 0, 5, 0 ), t.transform.rotation, circleSize );

Handles.color = Color.blue; Handles.CircleCap( 0, t.transform.position + new Vector3( 0, 0, 5 ), t.transform.rotation, circleSize ); } }

...and attach this script to the GameObject you'd like the CircleCap handles to appear on:

#pragma strict
@ExecuteInEditMode
public class DummyCircleCap extends MonoBehaviour {
	public function Start() {
		Debug.Log("I have CircleCap Handles attached to this transform!");
	}
}
using UnityEngine;

[ExecuteInEditMode] public class DummyCircleCap : MonoBehaviour { public void Start( ) { Debug.Log( "I have CircleCap Handles attached to this transform!" ); } }