Unity - Scripting API: Handles.DrawSolidArc
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Declaration
public static void DrawSolidArc(Vector3 center, Vector3 normal, Vector3 from, float angle, float radius);
Parameters
| Parameter | Description |
|---|---|
| center | The center of the circle. |
| normal | The normal of the circle. |
| from | The direction of the point on the circumference, relative to the center, where the sector begins. |
| angle | The angle of the sector, in degrees. |
| radius | The radius of the circle Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. |
Description
Draw a circular sector (pie piece) in 3D space.
Solid Arc in the Scene View.
using UnityEditor; using UnityEngine;static class ArcExample { static Vector3 m_Angle = new Vector3(1.5f, .66f, 0f);
// Create an arc at 0, 0, 0 in the Scene view and a slider that changes thes angle of the arc. [InitializeOnLoadMethod] static void Init() => SceneView.duringSceneGui += view => { Handles.DrawLine(new Vector3(1.5f, 0f, 0f), new Vector3(1.5f, 1f, 0f)); var handleSize = HandleUtility.GetHandleSize(m_Angle) * .1f; m_Angle = Handles.Slider(m_Angle, Vector3.up, handleSize, Handles.DotHandleCap, EditorSnapSettings.move.x); m_Angle.y = Mathf.Clamp(m_Angle.y, 0f, 1f); Handles.Label(m_Angle + Vector3.right * handleSize * 2f, $"Angle {m_Angle.y * 360f}");
Handles.DrawSolidArc(Vector3.zero, Vector3.forward, Vector3.up, m_Angle.y * -360f, 1f); }; }