controlID | The control ID for the handle. |
position | The 3D location for the sphere. |
rotation | The rotation of the sphere around the object connected to. |
size | The size of the sphere. |
Draw a Sphere. Pass this into handle functions.
Note: Use HandleUtility.GetHandleSize where you might want to
have constant screen-sized handles.
Sphere Cap on the Scene View.
To use this example, save this script into the Assets/Editor folder:
using UnityEngine; using UnityEditor;
[CustomEditor(typeof(DummySphereCap))] public class SphereCapEditor : Editor { void OnSceneGUI() { DummySphereCap t = target as DummySphereCap;
Handles.color = Color.red; Handles.SphereCap(0, t.transform.position + new Vector3(5, 0, 0), t.transform.rotation, t.sphereSize);
Handles.color = Color.green; Handles.SphereCap(0, t.transform.position + new Vector3(0, 5, 0), t.transform.rotation, t.sphereSize);
Handles.color = Color.blue; Handles.SphereCap(0, t.transform.position + new Vector3(0, 0, 5), t.transform.rotation, t.sphereSize); } }
...and attach this script to the object where you'd like the SphereCap handles to appear:
using UnityEngine;
[ExecuteInEditMode] public class DummySphereCap : MonoBehaviour { public float sphereSize = 1;
public void Start() { Debug.Log("I have SphereCap Handles attached to this transform!"); } }