Unity - Scripting API: Handles

class in UnityEditor

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Description

Custom 3D GUI controls and drawing in the Scene view.

Handles are the 3D controls that Unity uses to manipulate items in the Scene view. There are a number of built-in Handle GUIs, such as the familiar tools to position, scale and rotate an object via the Transform component. However, it is also possible to define your own Handle GUIs to use with custom component editors. Such GUIs can be a very useful way to edit procedurally-generated Scene content, "invisible" items and groups of related objects, such as waypoints and location markers.

You can also supplement the 3D Handle GUI in the Scene with 2D buttons and other controls overlaid on the Scene view. This is done by enclosing standard Unity GUI calls in a Handles.BeginGUI and Handles.EndGUI pair within the Editor.OnSceneGUI function. You can use HandleUtility.GUIPointToWorldRay and HandleUtility.WorldToGUIPoint to convert coordinates between 2D GUI and 3D world coordinates.

using UnityEngine;
using UnityEditor;
public class ExampleScript : MonoBehaviour
{
    public float value = 7.0f;
}

// A tiny custom editor for ExampleScript component [CustomEditor(typeof(ExampleScript))] public class ExampleEditor : Editor { // Custom in-scene UI for when ExampleScript // component is selected. public void OnSceneGUI() { var t = target as ExampleScript; var tr = t.transform; var pos = tr.position; // display an orange disc where the object is var color = new Color(1, 0.8f, 0.4f, 1); Handles.color = color; Handles.DrawWireDisc(pos, tr.up, 1.0f); // display object "value" in scene GUI.color = color; Handles.Label(pos, t.value.ToString("F1")); } }

.

Static Properties

Property Description
centerColorColor to use for handles that represent the center of something.
colorSets the color of handles. Color is a persistent state and affects any handles drawn after it is set. Use DrawingScope to set the color for a block of handles without affecting the color of other handles.
elementColorThe default color of objects in an Edit Mode.
elementPreselectionColorColor to use to highlight an unselected object currently under the mouse pointer in a custom Edit Mode.
elementSelectionColorThe color of selected objects in a Edit Mode.
inverseMatrixThe inverse of the matrix for all handle operations.
lightingAre handles lit?
lineThicknessRetrieves the user preference setting that controls the thickness of tool handle lines. (Read Only)
matrixMatrix for all handle operations. This is used by functions in HandleUtility and Handles to transform controls.
preselectionColorColor to use to highlight an unselected handle currently under the mouse pointer.
secondaryColorSoft color to use for for general things.
selectedColorColor to use for the currently active handle.
UIColliderHandleColorColor to use for the Unity UI's padding visualization.
xAxisColorColor to use for handles that manipulates the X coordinate of something.
yAxisColorColor to use for handles that manipulates the Y coordinate of something.
zAxisColorColor to use for handles that manipulates the Z coordinate of something.
zTestzTest of the handles.

Properties

Property Description
currentCameraGets or sets the camera that is currently rendering.

Delegates

Delegate Description
CapFunctionThe function to use for drawing the handle e.g. Handles.RectangleCap.
SizeFunctionA delegate type for getting a handle's size based on its current position.