Legacy Documentation: Version 5.4
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Handles.Disc

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public static function Disc(rotation: Quaternion, position: Vector3, axis: Vector3, size: float, cutoffPlane: bool, snap: float): Quaternion;
public static Quaternion Disc(Quaternion rotation, Vector3 position, Vector3 axis, float size, bool cutoffPlane, float snap);

Parameters

rotation The rotation of the disc.
position The center of the disc.
axis The axis to rotate around.
size The size of the disc in world space.
cutoffPlane If true, only the front-facing half of the circle is draw / draggable. This is useful when you have many overlapping rotation axes (like in the default rotate tool) to avoid clutter.
snap The grid size to snap to.

Returns

Quaternion The new rotation value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function.

Description

Make a 3D disc that can be dragged with the mouse.


Disc Handle on the Scene view.

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

See Also: HandleUtility.GetHandleSize.

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

#pragma strict
@CustomEditor(DiscHandle)
public class DiscHandleEditor extends Editor {
	public var cylinderSize: float = 1;
	function OnSceneGUI() {
		var t: DiscHandle = target as DiscHandle;
		EditorGUI.BeginChangeCheck();
		var rot: Quaternion = Handles.Disc(t.rot, t.transform.position, new Vector3(1, 1, 0), 5, false, 1);
		if (EditorGUI.EndChangeCheck()) {
			Undo.RecordObject(target, "Disc Rotate");
			t.rot = rot;
			t.Update();
		}
	}
}
using UnityEngine;
using UnityEditor;

[CustomEditor( typeof( DiscHandle ) )] public class DiscHandleEditor : Editor { public float cylinderSize = 1;

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

EditorGUI.BeginChangeCheck( ); Quaternion rot = Handles.Disc( t.rot, t.transform.position, new Vector3(1, 1, 0), 5, false, 1 );

if( EditorGUI.EndChangeCheck( ) ) { Undo.RecordObject( target, "Disc Rotate" ); t.rot = rot; t.Update( ); } } }

..and place this script on the object you wish to attach a Disc Handle to:

#pragma strict
@ExecuteInEditMode
public class DiscHandle extends MonoBehaviour {
	public var rot: Quaternion = Quaternion.identity;
	public function Update() {
		transform.rotation = rot;
	}
}
using UnityEngine;

[ExecuteInEditMode] public class DiscHandle : MonoBehaviour { public Quaternion rot = Quaternion.identity;

public void Update( ) { transform.rotation = rot; } }