Version: Unity 6.1 Alpha (6000.1)
LanguageEnglish
  • C#

Handles.CylinderHandleCap

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Declaration

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

Parameters

controlID The control ID for the handle.
position The position of the handle in the space of Handles.matrix.
rotation The rotation of the handle in the space of Handles.matrix.
size The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.
eventType Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events.

Description

Draw a cylinder 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.

Cylinder Handle Cap in the Scene View.

Add the following script to your Assets folder as CylinderExample.cs and add the CylinderExample component to an object in a Scene.

using UnityEngine;

public class CylinderExample : MonoBehaviour {}

Add the following script to Assets/Editor as CylinderExampleEditor.cs and select the object with the CylinderExample component.

using UnityEditor;
using UnityEngine;

[CustomEditor(typeof(CylinderExample))] public class CylinderExampleEditor : Editor { float size = 1f;

protected virtual void OnSceneGUI() { if (Event.current.type == EventType.Repaint) { Transform transform = ((CylinderExample)target).transform; Handles.color = Handles.xAxisColor; Handles.CylinderHandleCap( 0, transform.position + new Vector3(3f, 0f, 0f), transform.rotation * Quaternion.LookRotation(Vector3.right), size, EventType.Repaint ); Handles.color = Handles.yAxisColor; Handles.CylinderHandleCap( 0, transform.position + new Vector3(0f, 3f, 0f), transform.rotation * Quaternion.LookRotation(Vector3.up), size, EventType.Repaint ); Handles.color = Handles.zAxisColor; Handles.CylinderHandleCap( 0, transform.position + new Vector3(0f, 0f, 3f), transform.rotation * Quaternion.LookRotation(Vector3.forward), size, EventType.Repaint ); } } }