Legacy Documentation: Version 5.6 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Handles.RadiusHandle

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static function RadiusHandle(rotation: Quaternion, position: Vector3, radius: float, handlesOnly: bool): float;
public static float RadiusHandle(Quaternion rotation, Vector3 position, float radius, bool handlesOnly);
public static function RadiusHandle(rotation: Quaternion, position: Vector3, radius: float): float;
public static float RadiusHandle(Quaternion rotation, Vector3 position, float radius);

Parameters

rotation Orientation of the handle.
position Center of the handle in 3D space.
radius Radius to modify.
handlesOnly Whether to omit the circular outline of the radius and only draw the point handles.

Returns

float 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.

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

Description

Make a Scene view radius handle.


RadiusHandle on the Scene View.

#pragma strict
// Name this script "EffectRadiusEditor"
@CustomEditor(EffectRadius)
public class EffectRadiusEditor extends Editor {
	public function OnSceneGUI() {
		var t: EffectRadius = (target as EffectRadius);
		EditorGUI.BeginChangeCheck();
		var areaOfEffect: float = Handles.RadiusHandle(Quaternion.identity, t.transform.position, t.areaOfEffect);
		if (EditorGUI.EndChangeCheck()) {
			Undo.RecordObject(target, "Changed Area Of Effect");
			t.areaOfEffect = areaOfEffect;
		}
	}
}
// Name this script "EffectRadiusEditor"
using UnityEngine;
using UnityEditor;

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

EditorGUI.BeginChangeCheck(); float areaOfEffect = Handles.RadiusHandle(Quaternion.identity, t.transform.position, t.areaOfEffect); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(target, "Changed Area Of Effect"); t.areaOfEffect = areaOfEffect; } } }

And the Script attached to this GameObject:

#pragma strict
// Name this script "EffectRadius"
public class EffectRadius extends MonoBehaviour {
	public var areaOfEffect: float = 1;
}
// Name this script "EffectRadius"
using UnityEngine;
using System.Collections;

public class EffectRadius : MonoBehaviour { public float areaOfEffect = 1; }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961