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Handles.EndGUI

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public static method EndGUI(): void;
public static void EndGUI();

Description

End a 2D GUI block and get back to the 3D handle GUI.

See Also: Handles.BeginGUI.


GUI in the Scene View.

#pragma strict
// Change the transform values for the selected object.
// When selected this script starts and the handleExample is managed.
// The HandlesGUI.BeginGUI() and EndGUI() functions allow the shieldArea
// to be changed back to five, which is the starting value.
@CustomEditor(HandleExample)
class HandleExampleEditor extends Editor {
	protected virtual function OnSceneGUI() {
		var handleExample: HandleExample = HandleExampletarget;
		if (handleExample == null) {
			return ;
		}
		Handles.color = Color.yellow;
		var style: GUIStyle = new GUIStyle();
		style.normal.textColor = Color.green;
		var position: Vector3 = handleExample.transform.position + Vector3.up * 2f;
		var posString: String = position.ToString();
		Handles.Label(position, posString + "\nShieldArea: " + handleExample.shieldArea.ToString(), style);
		Handles.BeginGUI();
		if (GUILayout.Button("Reset Area", GUILayout.Width(100))) {
			handleExample.shieldArea = 5;
		}
		Handles.EndGUI();
		Handles.DrawWireArc(handleExample.transform.position, handleExample.transform.up, -handleExample.transform.right, 180, handleExample.shieldArea);
		handleExample.shieldArea = Handles.ScaleValueHandle(handleExample.shieldArea, handleExample.transform.position + handleExample.transform.forward * handleExample.shieldArea, handleExample.transform.rotation, 1, Handles.ConeHandleCap, 1);
	}
}
// Change the transform values for the selected object.
// When selected this script starts and the handleExample is managed.
// The HandlesGUI.BeginGUI() and EndGUI() functions allow the shieldArea
// to be changed back to five, which is the starting value.

using UnityEditor; using UnityEngine;

[CustomEditor(typeof(HandleExample))] class HandleExampleEditor : Editor { protected virtual void OnSceneGUI() { HandleExample handleExample = (HandleExample)target;

if (handleExample == null) { return; }

Handles.color = Color.yellow;

GUIStyle style = new GUIStyle(); style.normal.textColor = Color.green;

Vector3 position = handleExample.transform.position + Vector3.up * 2f; string posString = position.ToString();

Handles.Label(position, posString + "\nShieldArea: " + handleExample.shieldArea.ToString(), style );

Handles.BeginGUI(); if (GUILayout.Button("Reset Area", GUILayout.Width(100))) { handleExample.shieldArea = 5; } Handles.EndGUI();

Handles.DrawWireArc( handleExample.transform.position, handleExample.transform.up, -handleExample.transform.right, 180, handleExample.shieldArea);

handleExample.shieldArea = Handles.ScaleValueHandle(handleExample.shieldArea, handleExample.transform.position + handleExample.transform.forward * handleExample.shieldArea, handleExample.transform.rotation, 1, Handles.ConeHandleCap, 1); } }

Add a script that specifies the object that can be animated in the SceneView.

#pragma strict
@ExecuteInEditMode
public class HandleExample extends MonoBehaviour {
	public var shieldArea: float = 5.0f;
}
using UnityEngine;

[ExecuteInEditMode] public class HandleExample : MonoBehaviour { public float shieldArea = 5.0f; }

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