position | Center of the handle in 3D space. |
rotation | Orientation of the handle in 3D space. |
Vector3
The new position. If the user has not performed any operation, it will return the same value as you passed it in postion.
Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.
Make a 3D Scene view position handle.
This will behave like the built-in move tool in Unity.
If you have assigned something to Undo.SetSnapshotTarget, it will work fully with Undo.
If you have assigned a non-null value to ignoreRaycastObjects, the center handle will support full raycast placement.
To control the orientation of the handle, set Handles.matrix prior to calling this function.
Make the object look always to the position handle.
//Create a position handle that always looks at "lookAtPoint" in LookAtPoint.js @CustomEditor (LookAtPoint) class PositionHandleJS extends Editor { function OnSceneGUI () { target.lookAtPoint = Handles.PositionHandle (target.lookAtPoint, Quaternion.identity); if (GUI.changed) EditorUtility.SetDirty (target); } }
using UnityEngine; using UnityEditor;
//Create a position handle that always looks at "lookAtPoint" in LookAtPoint.cs [@CustomEditor (typeof(LookAtPoint))] class LookAtPointEditor : Editor { void OnSceneGUI () { LookAtPoint look = (LookAtPoint) target; look.lookAtPoint = Handles.PositionHandle (look.lookAtPoint, Quaternion.identity); if (GUI.changed) { EditorUtility.SetDirty (target); } } }
And the Script attached to this handle:
// LookAtPoint.js // This Script has to be outside of the editor folder. // // Usage: Just Place this script on the object you want to work the handle with. @script ExecuteInEditMode() var lookAtPoint = Vector3.zero; function Update () { transform.LookAt (lookAtPoint); }
using UnityEngine; using System.Collections; [@ExecuteInEditMode()] public class LookAtPoint : MonoBehaviour { // LookAtPoint.cs // This Script has to be outside of the editor folder. // // Usage: Just Place this script on the object you want to work the handle with. public Vector3 lookAtPoint = Vector3.zero; void Update () { transform.LookAt (lookAtPoint); } }