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Handles.DotHandleCap

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

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.
eventType Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events.

Description

Draw a dot handle. Pass this into handle functions.

On EventType.Layout event, calculates handle distance to mouse and calls HandleUtility.AddControl accordingly.

On EventType.Repaint event, draws the handle shape.

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

no example available in JavaScript
// Draw one dot on each axis of any GameObject 
// that has the "DummyScript.cs" script attached.

// DummyScriptEditor.cs (place in Editor folder) [CustomEditor(typeof(DummyScript))] public class DummyScriptEditor : Editor { float size = 1; void OnSceneGUI() { if(Event.current.type == EventType.Repaint) { Transform transform = (target as DummyScript).transform; Handles.color = Color.red; Handles.DotHandleCap(0, transform.position + new Vector3(5, 0, 0), transform.rotation * Quaternion.LookRotation(new Vector3(1, 0, 0)), size, EventType.Repaint); Handles.color = Color.green; Handles.DotHandleCap(0, transform.position + new Vector3(0, 5, 0), transform.rotation * Quaternion.LookRotation(new Vector3(0, 1, 0)), size, EventType.Repaint); Handles.color = Color.blue; Handles.DotHandleCap(0, transform.position + new Vector3(0, 0, 5), transform.rotation * Quaternion.LookRotation(new Vector3(0, 0, 1)), size, EventType.Repaint); } } }

// DummyScript.cs public class DummyScript : MonoBehaviour { }