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Handles.CylinderCap

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

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


Cylinder 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( DummyCylinderCap ) )] public class CylinderCapEditor : Editor { public float cylinderSize = 1;

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

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

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

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

...and attach this script to the object you wish to attach cylinder cap handles to:


        
using UnityEngine;

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