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Handles.ConeCap

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public static function ConeCap(controlID: int, position: Vector3, rotation: Quaternion, size: float): void;
public static void ConeCap(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 a Cone. Pass this into handle functions.

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


Cone Cap in the Scene View.

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

And the script attached to this Handle:


        
using UnityEngine;
using UnityEditor;

[CustomEditor( typeof( DummyConeCap ) )] public class ConeCapEditor : Editor { public float coneSize = 1;

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

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

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

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

...and attach this script to the object which you would like to see ConeCap handles attached:


        
using UnityEngine;

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