Legacy Documentation: Version 5.4
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Handles.DrawSolidArc

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public static function DrawSolidArc(center: Vector3, normal: Vector3, from: Vector3, angle: float, radius: float): void;
public static void DrawSolidArc(Vector3 center, Vector3 normal, Vector3 from, float angle, float radius);

Parameters

center The center of the circle.
normal The normal of the circle.
from The direction of the point on the circumference, relative to the center, where the sector begins.
angle The angle of the sector, in degrees.
radius The radius of the circle.

Description

Draw a circular sector (pie piece) in 3D space.


Solid Arc in the Scene View.

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

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

#pragma strict
@CustomEditor(DrawSolidArc)
public class DrawSolidArcEditor extends Editor {
	public var arrowSize: float = 1;
	function OnSceneGUI() {
		var t: DrawSolidArc = target as DrawSolidArc;
		Handles.color = Color.blue;
		Handles.Label(t.transform.position + Vector3.up * 2, t.transform.position.ToString() + "\nShieldArea: " + t.shieldArea.ToString());
		Handles.BeginGUI();
		GUILayout.BeginArea(new Rect(Screen.width - 100, Screen.height - 80, 90, 50));
		if (GUILayout.Button("Reset Area"))
			t.shieldArea = 5;
		GUILayout.EndArea();
		Handles.EndGUI();
		Handles.color = new Color(1, 1, 1, 0.2f);
		Handles.DrawSolidArc(t.transform.position, t.transform.up, -t.transform.right, 180, t.shieldArea);
		Handles.color = Color.white;
		t.shieldArea = Handles.ScaleValueHandle(t.shieldArea, t.transform.position + t.transform.forward * t.shieldArea, t.transform.rotation, 1, Handles.ConeCap, 1);
	}
}
using UnityEngine;
using UnityEditor;

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

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

Handles.color = Color.blue; Handles.Label( t.transform.position + Vector3.up * 2, t.transform.position.ToString( ) + "\nShieldArea: " + t.shieldArea.ToString( ) );

Handles.BeginGUI( ); GUILayout.BeginArea( new Rect( Screen.width - 100, Screen.height - 80, 90, 50 ) );

if( GUILayout.Button( "Reset Area" ) ) t.shieldArea = 5;

GUILayout.EndArea( ); Handles.EndGUI( );

Handles.color = new Color( 1, 1, 1, 0.2f ); Handles.DrawSolidArc( t.transform.position, t.transform.up, -t.transform.right, 180, t.shieldArea );

Handles.color = Color.white; t.shieldArea = Handles.ScaleValueHandle( t.shieldArea, t.transform.position + t.transform.forward * t.shieldArea, t.transform.rotation, 1, Handles.ConeCap, 1 ); } }

...and place this script on the GameObject where you want the arc to appear:

#pragma strict
@ExecuteInEditMode
public class DrawSolidArc extends MonoBehaviour {
	public var shieldArea: float = 5;
}
using UnityEngine;

[ExecuteInEditMode] public class DrawSolidArc : MonoBehaviour { public float shieldArea = 5; }