Legacy Documentation: Version 5.4
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Handles.DrawSolidRectangleWithOutline

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public static function DrawSolidRectangleWithOutline(verts: Vector3[], faceColor: Color, outlineColor: Color): void;
public static void DrawSolidRectangleWithOutline(Vector3[] verts, Color faceColor, Color outlineColor);

Parameters

verts The 4 vertices of the rectangle in world coordinates.
faceColor The color of the rectangle's face.
outlineColor The outline color of the rectangle.

Description

Draw a solid outlined rectangle in 3D space.


Solid rectangle with a black outline in the Scene View.

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

#pragma strict
@CustomEditor(DrawSolidRect)
public class DrawSolidRectEditor extends Editor {
	function OnSceneGUI() {
		var t: DrawSolidRect = target as DrawSolidRect;
		Handles.color = Color.blue;
		Handles.Label(t.transform.position + Vector3.up * 2, t.transform.position.ToString() + "\nRange: " + t.range.ToString());
		Handles.BeginGUI();
		GUILayout.BeginArea(new Rect(Screen.width - 100, Screen.height - 80, 90, 50));
		if (GUILayout.Button("Reset Range"))
			t.range = 5;
		GUILayout.EndArea();
		Handles.EndGUI();
		var pos: Vector3 = t.transform.position;
		var verts: Vector3[] = [new Vector3(pos.x - t.range, pos.y, pos.z - t.range), new Vector3(pos.x - t.range, pos.y, pos.z + t.range), new Vector3(pos.x + t.range, pos.y, pos.z + t.range), new Vector3(pos.x + t.range, pos.y, pos.z - t.range)];
		Handles.DrawSolidRectangleWithOutline(verts, new Color(1, 1, 1, 0.2f), new Color(0, 0, 0, 1));
		Handles.color = Color.white;
		for (var posCube: Vector3 in verts)
			t.range = Handles.ScaleValueHandle(t.range, posCube, Quaternion.identity, 1, Handles.CubeCap, 1);
	}
}
using UnityEngine;
using UnityEditor;

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

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

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

if( GUILayout.Button( "Reset Range" ) ) t.range = 5;

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

Vector3 pos = t.transform.position;

Vector3[] verts = new Vector3[] { new Vector3(pos.x - t.range,pos.y,pos.z-t.range), new Vector3(pos.x-t.range,pos.y,pos.z + t.range), new Vector3(pos.x+t.range,pos.y,pos.z + t.range), new Vector3(pos.x+t.range,pos.y,pos.z-t.range) };

Handles.DrawSolidRectangleWithOutline( verts, new Color( 1, 1, 1, 0.2f ), new Color( 0, 0, 0, 1 ) ); Handles.color = Color.white;

foreach( Vector3 posCube in verts ) t.range = Handles.ScaleValueHandle( t.range, posCube, Quaternion.identity, 1, Handles.CubeCap, 1 ); } }

...and place this script on the object where you want the SolidRectangle to appear:

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

[ExecuteInEditMode] public class DrawSolidRect : MonoBehaviour { public float range = 5; }