# RotationHandle

> Make a Scene view rotation handle.

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor](/engine/6000.0/script-reference/unityeditor.md)
* **Assembly:** UnityEditor

## RotationHandle(Quaternion, Vector3)

Make a Scene view rotation handle.

```csharp
public static Quaternion RotationHandle(Quaternion rotation, Vector3 position)
```

### Parameters

**** (\[Quaternion]\(/engine/6000.0/script-reference/unityengine/quaternion)): The orientation of the handle in 3D space.**** (\[Vector3]\(/engine/6000.0/script-reference/unityengine/vector3)): The center of the handle in 3D space.

### Returns

| Type                                                                    | Description                                                                                                                                                                     |
| ----------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [Quaternion](/engine/6000.0/script-reference/unityengine/quaternion.md) | The new rotation 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. |

### Remarks

This will behave like the built-in rotation tool in Unity. If you have assigned something to SetSnapshotTarget, it will work fully with Undo. **Note:** Use [HandleUtility.GetHandleSize](/engine/6000.0/script-reference/unityeditor/handleutility/gethandlesize.md) where you might want to have constant screen-sized handles.

![RotationHandle (RotationHandle)](/api/media?file=/engine/6000.0/media/images/RotationHandle.png)

*Rotate the attached object from the Rotation Handle.*

```csharp
// Name this script "RotateAtPointEditor"
using UnityEngine;
using UnityEditor;

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

        EditorGUI.BeginChangeCheck();
        Quaternion rot = Handles.RotationHandle(t.rot, Vector3.zero);
        if (EditorGUI.EndChangeCheck())
        {
            Undo.RecordObject(target, "Rotated RotateAt Point");
            t.rot = rot;
            t.Update();
        }
    }
}
```

And the script attached to this GameObject:

```csharp
// Name this script "RotateAtPoint"
using UnityEngine;

[ExecuteInEditMode]
public class RotateAtPoint : MonoBehaviour
{
    public Quaternion rot = Quaternion.identity;
    public void Update()
    {
        transform.rotation = rot;
    }
}
```

## RotationHandle(RotationHandleIds, Quaternion, Vector3)

Make a Scene view rotation handle.

```csharp
public static Quaternion RotationHandle(Handles.RotationHandleIds ids, Quaternion rotation, Vector3 position)
```

### Parameters

**** (\[RotationHandleIds]\(/engine/6000.0/script-reference/unityeditor/handles/rotationhandleids)): The control IDs of the handles. Use RotationHandleIds.default.**** (\[Quaternion]\(/engine/6000.0/script-reference/unityengine/quaternion)): The orientation of the handle in 3D space.**** (\[Vector3]\(/engine/6000.0/script-reference/unityengine/vector3)): The center of the handle in 3D space.

### Returns

| Type                                                                    | Description                                                                                                                                                                     |
| ----------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [Quaternion](/engine/6000.0/script-reference/unityengine/quaternion.md) | The new rotation 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. |

### Remarks

This will behave like the built-in rotation tool in Unity. If you have assigned something to SetSnapshotTarget, it will work fully with Undo. **Note:** Use [HandleUtility.GetHandleSize](/engine/6000.0/script-reference/unityeditor/handleutility/gethandlesize.md) where you might want to have constant screen-sized handles.

![RotationHandle (RotationHandle)](/api/media?file=/engine/6000.0/media/images/RotationHandle.png)

*Rotate the attached object from the Rotation Handle.*

```csharp
// Name this script "RotateAtPointEditor"
using UnityEngine;
using UnityEditor;

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

        EditorGUI.BeginChangeCheck();
        Quaternion rot = Handles.RotationHandle(t.rot, Vector3.zero);
        if (EditorGUI.EndChangeCheck())
        {
            Undo.RecordObject(target, "Rotated RotateAt Point");
            t.rot = rot;
            t.Update();
        }
    }
}
```

And the script attached to this GameObject:

```csharp
// Name this script "RotateAtPoint"
using UnityEngine;

[ExecuteInEditMode]
public class RotateAtPoint : MonoBehaviour
{
    public Quaternion rot = Quaternion.identity;
    public void Update()
    {
        transform.rotation = rot;
    }
}
```
