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Handles.FreeMoveHandle

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public static function FreeMoveHandle(position: Vector3, rotation: Quaternion, size: float, snap: Vector3, capFunc: Handles.DrawCapFunction): Vector3;
public static Vector3 FreeMoveHandle(Vector3 position, Quaternion rotation, float size, Vector3 snap, Handles.DrawCapFunction capFunc);

Parameters

position The position of the handle.
rotation The rotation of the handle.
size The size of the handle.
capFunc The function to use for drawing the handle (e.g. Handles.RectangleCap).
snap The grid size to snap movement to.

Returns

Vector3 The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function.

Description

Make an unconstrained movement handle.

This can move freely in all directions. Hold down CMD to snap, CMD-SHIFT to raysnap against colliders in the Scene.


Free Move handle in the Scene View.

Note: Use HandleUtility.GetHandleSize if you want the handle to always remain the same size on the screen.

#pragma strict
// Name this script "FreeMoveEditor"
@CustomEditor(FreeMove)
@CanEditMultipleObjects
public class FreeMoveEditor extends Editor {
	public function OnSceneGUI() {
		var t: FreeMove = (target as FreeMove);
		EditorGUI.BeginChangeCheck();
		var pos: Vector3 = Handles.FreeMoveHandle(t.lookAtPoint, Quaternion.identity, .5f, new Vector3(.5f, .5f, .5f), Handles.RectangleCap);
		if (EditorGUI.EndChangeCheck()) {
			Undo.RecordObject(target, "Free Move LookAt Point");
			t.lookAtPoint = pos;
			t.Update();
		}
	}
}
// Name this script "FreeMoveEditor"
using UnityEngine;
using UnityEditor;

[CustomEditor(typeof(FreeMove))] [CanEditMultipleObjects] public class FreeMoveEditor : Editor { public void OnSceneGUI() { FreeMove t = (target as FreeMove);

EditorGUI.BeginChangeCheck(); Vector3 pos = Handles.FreeMoveHandle(t.lookAtPoint, Quaternion.identity,.5f,new Vector3(.5f,.5f,.5f),Handles.RectangleCap); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(target, "Free Move LookAt Point"); t.lookAtPoint = pos; t.Update(); } } }

And the script attached to this handle:

#pragma strict
// Name this script "FreeMove"
@ExecuteInEditMode
public class FreeMove extends MonoBehaviour {
	public var lookAtPoint: Vector3 = Vector3.zero;
	public function Update() {
		transform.LookAt(lookAtPoint);
	}
}
// Name this script "FreeMove"
using UnityEngine;

[ExecuteInEditMode] public class FreeMove : MonoBehaviour { public Vector3 lookAtPoint = Vector3.zero;

public void Update() { transform.LookAt(lookAtPoint); } }