Handles.FreeMoveHandle
static function FreeMoveHandle(position: Vector3, rotation: Quaternion, size: float, snap: Vector3, capFunc: DrawCapFunction): Vector3;
static Vector3 FreeMoveHandle(Vector3 position, Quaternion rotation, float size, Vector3 snap, DrawCapFunction capFunc);
static def FreeMoveHandle(position as Vector3, rotation as Quaternion, size as float, snap as Vector3, capFunc as DrawCapFunction) as Vector3
Parameters

position The position of the handle.
rotation The rotation of the handle. this defines the space along.
size The size of the handle.
capFunc The function to use for drawing the handle, eg, Handles.RectangleCap

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

Make an unconstrained movement handle.

This can move freely in all directions. Hold down CMD to snap, CMD-SHIFT to raysnap agains colliders in the scene.


Free Move handle on the Scene View.
	// Create a simple move handle (Twice as big) on the 
	// target object that lets you freely move the Object
	// Without having the "Move" button selected
	
	@CustomEditor (FreeMove)
	class FreeMoveHandleJS extends Editor {
		function OnSceneGUI () {
	        target.pos = Handles.FreeMoveHandle(target.pos, 
	        				Quaternion.identity,
	        				2.0,
	        				Vector3.zero, 
	        				Handles.DrawRectangle);
	        if (GUI.changed)
	            EditorUtility.SetDirty (target);
	    }
	}
And the script attached to this handle:
	@script ExecuteInEditMode()
	
	var pos : Vector3 = Vector3(0,0,0);
	
	function Update () {
		transform.position = pos;
	}