Legacy Documentation: Version 5.4
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Handles.ArrowCap

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public static function ArrowCap(controlID: int, position: Vector3, rotation: Quaternion, size: float): void;
public static void ArrowCap(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 an arrow like those used by the move tool.

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


Arrow Cap in the Scene View.

To use this example, save this script in your Assets/Editor folder:

#pragma strict
@CustomEditor(DummyArrowCap)
public class ArrowCapEditor extends Editor {
	public var arrowSize: float = 1;
	function OnSceneGUI() {
		var t: DummyArrowCap = target as DummyArrowCap;
		Handles.color = Handles.xAxisColor;
		Handles.ArrowCap(0, t.transform.position, t.transform.rotation * Quaternion.Euler(0, 90, 0), arrowSize);
		Handles.color = Handles.yAxisColor;
		Handles.ArrowCap(0, t.transform.position, t.transform.rotation * Quaternion.Euler(-90, 0, 0), arrowSize);
		Handles.color = Handles.zAxisColor;
		Handles.ArrowCap(0, t.transform.position, t.transform.rotation, arrowSize);
	}
}
using UnityEngine;
using UnityEditor;

[CustomEditor( typeof( DummyArrowCap ) )] public class ArrowCapEditor : Editor { public float arrowSize = 1;

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

Handles.color = Handles.xAxisColor; Handles.ArrowCap( 0, t.transform.position, t.transform.rotation * Quaternion.Euler( 0, 90, 0 ), arrowSize );

Handles.color = Handles.yAxisColor; Handles.ArrowCap( 0, t.transform.position, t.transform.rotation * Quaternion.Euler( -90, 0, 0 ), arrowSize );

Handles.color = Handles.zAxisColor; Handles.ArrowCap( 0, t.transform.position, t.transform.rotation, arrowSize ); } }

...and attach this script to the object you wish to display the Arrow Caps on.

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

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