position | The position of the current point. |
direction | The direction of the sliding. |
size | 3D size the size of the handle. |
drawFunc | The function to call for doing the actual drawing - by default, it's Handles.ArrowCap, but any function that has the same signature can be used. |
snap | The snap value (see Handles.SnapValue). |
Vector3 The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function.
Make a 3D slider.
Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.
This will draw a 3D-draggable handle on the screen. The handle is constrained to sliding along a direction vector in 3D space.
Slider handle in the Scene View.
// Name this script "SliderHandleEditor" using UnityEngine; using System.Collections; using UnityEditor;
[CustomEditor(typeof(SliderHandle))] public class SliderHandleEditor : Editor {
// Simple script that creates a Slide Handle that // allows you to drag a 'look at' point along the X axis
void OnSceneGUI() {
SliderLook t = (target as SliderLook); EditorGUI.BeginChangeCheck(); Vector3 lookTarget = Handles.Slider(t.lookTarget, new Vector3(1, 0, 0), 2, Handles.ConeCap, 0.1f); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(target, "Changed Slider Look Target"); t.lookTarget = lookTarget; t.Update(); } }
}
And the script attached to this Handle:
// Name this script "SliderHandle" using UnityEngine; using System.Collections;
[ExecuteInEditMode] public class SliderHandle : MonoBehaviour { public Vector3 lookTarget = new Vector3(0,0,0); public void Update() { transform.LookAt(lookTarget); }
}