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Handles.SphereCap

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

Parameters

Description

Draw a Sphere. Pass this into handle functions.

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


Sphere Cap on the Scene View.

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


        
using UnityEngine;
using UnityEditor;

[CustomEditor( typeof( DummySphereCap ) )] public class SphereCapEditor : Editor { void OnSceneGUI( ) { DummySphereCap t = target as DummySphereCap;

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

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

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

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


        
using UnityEngine;

[ExecuteInEditMode] public class DummySphereCap : MonoBehaviour { public float sphereSize = 1;

public void Start( ) { Debug.Log( "I have SphereCap Handles attached to this transform!" ); } }