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Unity Engine


OnDrawHandles()

Implement this method to draw non-interactive handles when a custom editor tool is available.
Read time 1 minuteLast updated 12 days ago

Definition

void OnDrawHandles()

Remarks

This method is called when a custom editor tool is available for the current selection. Use this method to draw information in the SceneView. A custom editor tool is an EditorTool with a target type specified by the EditorToolAttribute.

Examples

using System;using UnityEngine;using UnityEditor;using UnityEditor.EditorTools;[EditorTool("Light Tool", typeof(Light))]public class CustomEditorLightTool : EditorTool, IDrawSelectedHandles{ // OnToolGUI is called when the tool is active. Interactive handles belong here. public override void OnToolGUI(EditorWindow window) { var position = Tools.handlePosition; EditorGUI.BeginChangeCheck(); var result = Handles.PositionHandle(position, Quaternion.identity); if (EditorGUI.EndChangeCheck()) { var delta = result - position; Undo.RecordObjects(Selection.transforms, "Move Lights"); foreach (var light in targets) ((Light)light).transform.position += delta; } } // OnDrawHandles is called when a custom editor tool is available for the current selection. Use this to draw // information in the SceneView when any object matching the target type is selected. public void OnDrawHandles() { foreach (var light in targets) { // If the Light Tool is active, draw a green radius handle. If it is not active, make the radius blue. Handles.color = EditorTools.IsActiveTool(this) ? Color.green : Color.blue; Handles.RadiusHandle(Quaternion.identity, ((Light)light).transform.position, 2f); Handles.color = Color.white; } }}