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. |
Draw a cube 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.
Cube Handle Cap in the Scene View.
Add the following script to your Assets folder as CubeExample.cs and add the CubeExample component to an object in the scene.
using UnityEngine;
public class CubeExample : MonoBehaviour {}
Add the following script to Assets/Editor as CubeExampleEditor.cs and select the object with the CubeExample component.
using UnityEditor; using UnityEngine;
[CustomEditor(typeof(CubeExample))] public class CubeExampleEditor : Editor { float size = 1f;
protected virtual void OnSceneGUI() { if (Event.current.type == EventType.Repaint) { Transform transform = ((CubeExample)target).transform; Handles.color = Handles.xAxisColor; Handles.CubeHandleCap( 0, transform.position + new Vector3(3f, 0f, 0f), transform.rotation * Quaternion.LookRotation(Vector3.right), size, EventType.Repaint ); Handles.color = Handles.yAxisColor; Handles.CubeHandleCap( 0, transform.position + new Vector3(0f, 3f, 0f), transform.rotation * Quaternion.LookRotation(Vector3.up), size, EventType.Repaint ); Handles.color = Handles.zAxisColor; Handles.CubeHandleCap( 0, transform.position + new Vector3(0f, 0f, 3f), transform.rotation * Quaternion.LookRotation(Vector3.forward), size, EventType.Repaint ); } } }