rotation | Orientation of the handle. |
position | Center of the handle in 3D space. |
Quaternion The new rotation value modified by the user's interaction with the handle. If the user has not moved the handle, it returns the same value that you passed into the function.
Make a Scene view rotation handle.
This behaves like the built-in Rotation tool in Unity. If you have assigned something to Undo.SetSnapshotTarget, it works fully with Undo.
Rotate the attached object from the Rotation Handle.
Note: Use HandleUtility.GetHandleSize if you want the handle to always remain the same size on the screen.
#pragma strict // Name this script "RotateAtPointEditor" @CustomEditor(RotateAtPoint) @CanEditMultipleObjects public class RotateAtPointEditor extends Editor { public function OnSceneGUI() { var t: RotateAtPoint = (target as RotateAtPoint); EditorGUI.BeginChangeCheck(); var rot: Quaternion = Handles.RotationHandle(t.rot, Vector3.zero); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(target, "Rotated RotateAt Point"); t.rot = rot; t.Update(); } } }
// Name this script "RotateAtPointEditor" using UnityEngine; using UnityEditor;
[CustomEditor(typeof(RotateAtPoint))] [CanEditMultipleObjects] public class RotateAtPointEditor : Editor { public void OnSceneGUI() { RotateAtPoint t = (target as RotateAtPoint);
EditorGUI.BeginChangeCheck(); Quaternion rot = Handles.RotationHandle(t.rot, Vector3.zero); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(target, "Rotated RotateAt Point"); t.rot = rot; t.Update(); } } }
And attach this script to the GameObject:
#pragma strict // Name this script "RotateAtPoint" @ExecuteInEditMode public class RotateAtPoint extends MonoBehaviour { public var rot: Quaternion = Quaternion.identity; public function Update() { transform.rotation = rot; } }
// Name this script "RotateAtPoint" using UnityEngine;
[ExecuteInEditMode] public class RotateAtPoint : MonoBehaviour { public Quaternion rot = Quaternion.identity; public void Update() { transform.rotation = rot; } }