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Handles.BeginGUI

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public static function BeginGUI(): void;
public static void BeginGUI();
Obsolete public static function BeginGUI(position: Rect): void;
Obsolete public static void BeginGUI(Rect position);

Parameters

position The position and size of the 2D GUI area.

Description

Begin a 2D GUI block inside the 3D handle GUI.

Begin a 2D GUI block on top of the current handle camera.


GUI in the Scene View.

See Also: Handles.EndGUI.

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

#pragma strict
@CustomEditor(DummyButton)
public class DummyButtonHandleEditor extends Editor {
	public var arrowSize: float = 1;
	function OnSceneGUI() {
		var t: DummyButton = 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);
	}
}
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 you'd like to attach the handles to:

#pragma strict
@ExecuteInEditMode
public class DummyButton extends MonoBehaviour {
	public var shieldArea: float = 5;
}
using UnityEngine;

[ExecuteInEditMode] public class DummyButton : MonoBehaviour { public float shieldArea = 5; }