Legacy Documentation: Version 5.4
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Handles.DrawWireDisc

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 DrawWireDisc(center: Vector3, normal: Vector3, radius: float): void;
public static void DrawWireDisc(Vector3 center, Vector3 normal, float radius);

Parameters

center The center of the dics.
normal The normal of the disc.
radius The radius of the disc.

Description

Draw the outline of a flat disc in 3D space.


Wire Disc 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(DrawWireDisc)
public class DrawWireDiscEditor extends Editor {
	function OnSceneGUI() {
		var t: DrawWireDisc = target as DrawWireDisc;
		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.DrawWireDisc(t.transform.position, t.transform.up, 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( DrawWireDisc ) )] public class DrawWireDiscEditor : Editor { void OnSceneGUI( ) { DrawWireDisc t = target as DrawWireDisc;

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.DrawWireDisc( t.transform.position, t.transform.up, 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 disc to appear:

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