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Handles.FreeRotateHandle

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public static method FreeRotateHandle(id: int, rotation: Quaternion, position: Vector3, size: float): Quaternion;
public static Quaternion FreeRotateHandle(int id, Quaternion rotation, Vector3 position, float size);
public static method FreeRotateHandle(rotation: Quaternion, position: Vector3, size: float): Quaternion;
public static Quaternion FreeRotateHandle(Quaternion rotation, Vector3 position, float size);

Parameters

idControl id of the handle.
rotationOrientation of the handle.
positionCenter of the handle in 3D space.
sizeThe size of the handle.

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

Returns

Quaternion The new rotation 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.

Description

Make an unconstrained rotation handle.

The handle can rotate freely on all axes. The rotation gizmo has no visible axes and is simply a circle in the scene view. Users can click and drag from within the circle to provide input rotation to your editor script.


FreeRotate handle seen in the Scene View.

no example available in JavaScript
// Name this script "FreeRotateEditor"
using UnityEngine;
using UnityEditor;

[CustomEditor(typeof(FreeRotate))] [CanEditMultipleObjects] public class FreeRotateEditor : Editor { public void OnSceneGUI() { FreeRotate t = (target as FreeRotate);

EditorGUI.BeginChangeCheck(); Quaternion rot = Handles.FreeRotateHandle(t.rot, Vector3.zero, 2); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(target, "Free Rotate"); t.rot = rot; t.Update(); } } }

And the script attached to this Handle:

no example available in JavaScript
// Name this script "FreeRotate"
using UnityEngine;

[ExecuteInEditMode] public class FreeRotate : MonoBehaviour { public Quaternion rot = Quaternion.identity; public void Update() { transform.rotation = rot; } }

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