Legacy Documentation: Version 5.5
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Handles.CylinderCap

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public static function CylinderCap(controlID: int, position: Vector3, rotation: Quaternion, size: float): void;
public static void CylinderCap(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 a Cylinder. Pass this into handle functions.

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


Cylinder Cap in the Scene View.

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

#pragma strict
@CustomEditor(DummyCylinderCap)
public class CylinderCapEditor extends Editor {
	public var cylinderSize: float = 1;
	function OnSceneGUI() {
		var t: DummyCylinderCap = target as DummyCylinderCap;
		Handles.color = Color.red;
		Handles.CylinderCap(0, t.transform.position + new Vector3(5, 0, 0), t.transform.rotation, cylinderSize);
		Handles.color = Color.green;
		Handles.CylinderCap(0, t.transform.position + new Vector3(0, 5, 0), t.transform.rotation, cylinderSize);
		Handles.color = Color.blue;
		Handles.CylinderCap(0, t.transform.position + new Vector3(0, 0, 5), t.transform.rotation, cylinderSize);
	}
}
using UnityEngine;
using UnityEditor;

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

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

Handles.color = Color.red; Handles.CylinderCap( 0, t.transform.position + new Vector3( 5, 0, 0 ), t.transform.rotation, cylinderSize );

Handles.color = Color.green; Handles.CylinderCap( 0, t.transform.position + new Vector3( 0, 5, 0 ), t.transform.rotation, cylinderSize );

Handles.color = Color.blue; Handles.CylinderCap( 0, t.transform.position + new Vector3( 0, 0, 5 ), t.transform.rotation, cylinderSize ); } }

...and attach this script to the GameObject you wish to attach cylinder cap handles to:

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

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