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.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

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

controlID The control ID for the handle.
position The 3D location for the sphere.
rotation The rotation of the sphere around the object connected to.
size The size of the sphere.

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.

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

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

[CustomEditor( typeof( DummySphereCap ) )] public class SphereCapEditor : Editor { void OnSceneGUI( ) { DummySphereCap t = target as DummySphereCap;

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

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

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

...and attach this script to the object where you'd like the SphereCap handles to appear:

#pragma strict
@ExecuteInEditMode
public class DummySphereCap extends MonoBehaviour {
	public var sphereSize: float = 1;
	public function Start() {
		Debug.Log("I have SphereCap Handles attached to this transform!");
	}
}
using UnityEngine;

[ExecuteInEditMode] public class DummySphereCap : MonoBehaviour { public float sphereSize = 1;

public void Start( ) { Debug.Log( "I have SphereCap Handles attached to this transform!" ); } }