position | The position and size of the 2D GUI area. |
Begin a 2D GUI block inside the 3D handle GUI.
Begin a 2D GUI block on top of the current handle camera.
See Also: Handles.EndGUI.
GUI in the Scene View.
To use this example, place this script in the Assets/Editor folder:
using UnityEngine; using UnityEditor;
[CustomEditor( typeof( DummyButton ) )] public class DummyButtonHandleEditor : Editor { public float arrowSize = 1;
void OnSceneGUI( ) { DummyButton t = target as DummyButton;
Handles.color = Color.blue; Handles.Label( t.transform.position + Vector3.up * 2, t.transform.position.ToString( ) + "\nShieldArea: " + t.shieldArea.ToString( ) );
Handles.BeginGUI( ); GUILayout.BeginArea( new Rect( Screen.width - 100, Screen.height - 80, 90, 50 ) );
if( GUILayout.Button( "Reset Area" ) ) t.shieldArea = 5;
GUILayout.EndArea( ); Handles.EndGUI( );
Handles.DrawWireArc( t.transform.position, t.transform.up, -t.transform.right, 180, t.shieldArea );
t.shieldArea = Handles.ScaleValueHandle( t.shieldArea, t.transform.position + t.transform.forward * t.shieldArea, t.transform.rotation, 1, Handles.ConeCap, 1 ); } }
...and attach this script to the object which you'd like to attach the handles:
using UnityEngine;
[ExecuteInEditMode] public class DummyButton : MonoBehaviour { public float shieldArea = 5; }