Legacy Documentation: Version 5.5
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Handles.SphereHandleCap

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public static function SphereHandleCap(controlID: int, position: Vector3, rotation: Quaternion, size: float, eventType: EventType): void;
public static void SphereHandleCap(int controlID, Vector3 position, Quaternion rotation, float size, EventType eventType);

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.
eventType Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events.
size The size of the handle in world-space units.

Description

Draw a sphere handle. Pass this into handle functions.

On EventType.Layout event, calculates handle distance to mouse and calls HandleUtility.AddControl accordingly.

On EventType.Repaint event, draws the handle shape.

Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.

no example available in JavaScript
// Draw one dot on each axis of any GameObject 
// that has the "DummyScript.cs" script attached.

// DummyScriptEditor.cs (place in Editor folder) [CustomEditor(typeof(DummyScript))] public class DummyScriptEditor : Editor { float size = 1; void OnSceneGUI() { if(Event.current.type == EventType.Repaint) { Transform transform = (target as DummyScript).transform; Handles.color = Color.red; Handles.SphereHandleCap(0, transform.position + new Vector3(5, 0, 0), transform.rotation * Quaternion.LookRotation(new Vector3(1, 0, 0)), size, EventType.Repaint); Handles.color = Color.green; Handles.SphereHandleCap(0, transform.position + new Vector3(0, 5, 0), transform.rotation * Quaternion.LookRotation(new Vector3(0, 1, 0)), size, EventType.Repaint); Handles.color = Color.blue; Handles.SphereHandleCap(0, transform.position + new Vector3(0, 0, 5), transform.rotation * Quaternion.LookRotation(new Vector3(0, 0, 1)), size, EventType.Repaint); } } }

// DummyScript.cs public class DummyScript : MonoBehaviour { }