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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 if you want the handle to always remain the same size on the screen.


Cone Cap in the Scene view.

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

#pragma strict
@CustomEditor(DummyConeCap)
public class ConeCapEditor extends Editor {
	public var coneSize: float = 1;
	function OnSceneGUI() {
		var t: DummyConeCap = 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);
	}
}
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 GameObject which you would like to attach the ConeCap handles to:

#pragma strict
@ExecuteInEditMode
public class DummyConeCap extends MonoBehaviour {
	public function Start() {
		Debug.Log("I have ConeCap Handles attached to this transform!");
	}
}
using UnityEngine;

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