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Handles.ArrowCap

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public static function ArrowCap(controlID: int, position: Vector3, rotation: Quaternion, size: float): void;
public static void ArrowCap(int controlID, Vector3 position, Quaternion rotation, float size);

Parameters

controlID The control ID for the handle.
position The world-space position of the handle's start point.
rotation The rotation of the handle.
size The size of the handle in world-space units.

Description

Draw an arrow like those used by the move tool.

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


Arrow Cap in the Scene View.

To use this example, save this script in your Assets/Editor folder:


        
using UnityEngine;
using UnityEditor;

[CustomEditor( typeof( DummyArrowCap ) )] public class ArrowCapEditor : Editor { public float arrowSize = 1;

void OnSceneGUI( ) { DummyArrowCap t = target as DummyArrowCap;

Handles.color = Handles.xAxisColor; Handles.ArrowCap( 0, t.transform.position, t.transform.rotation * Quaternion.Euler( 0, 90, 0 ), arrowSize );

Handles.color = Handles.yAxisColor; Handles.ArrowCap( 0, t.transform.position, t.transform.rotation * Quaternion.Euler( -90, 0, 0 ), arrowSize );

Handles.color = Handles.zAxisColor; Handles.ArrowCap( 0, t.transform.position, t.transform.rotation, arrowSize ); } }

...and place this script on the object you wish to display the Arrow Caps.


        
using UnityEngine;

[ExecuteInEditMode] public class DummyArrowCap : MonoBehaviour { public void Start( ) { Debug.Log( "I have ArrowCap Handles attached to this transform!" ); } }