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Handles.CircleCap

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

Parameters

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

Description

Draw a camera-facing Circle. Pass this into handle functions.

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


Circle Cap in the scene view.

To use this example, place this script in the Assets/Editor folder:

And the script attached to this Handle:


        
using UnityEngine;
using UnityEditor;

[CustomEditor( typeof( DummyCircleCap ) )] public class CircleCapEditor : Editor { public float circleSize = 1;

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

Handles.color = Color.red; Handles.CircleCap( 0, t.transform.position + new Vector3( 5, 0, 0 ), t.transform.rotation, circleSize );

Handles.color = Color.green; Handles.CircleCap( 0, t.transform.position + new Vector3( 0, 5, 0 ), t.transform.rotation, circleSize );

Handles.color = Color.blue; Handles.CircleCap( 0, t.transform.position + new Vector3( 0, 0, 5 ), t.transform.rotation, circleSize ); } }

...and attach this script to the object where you'd like the CircleCap handles to appear:


        
using UnityEngine;

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