Legacy Documentation: Version 5.3
LanguageEnglish
  • C#
  • JS

Script language

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

Handles.DotCap

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

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

Parameters

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

Description

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

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


Dot Cap in the Scene view.

To use this example, save this script into the Assets/Editor folder:

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

[CustomEditor( typeof( DummyDotCap ) )] public class DotCapEditor : Editor { public float dotSize = 1;

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

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

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

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

...and attach this script to any GameObjects you wish to place DotCap handles on:

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

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