# DrawSolidArc(Vector3, Vector3, Vector3, float, float)

> Draw a circular sector (pie piece) in 3D space.

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor](/engine/6000.7/script-reference/unityeditor.md)
* **Assembly:** UnityEditor.CoreModule

```csharp
public static void DrawSolidArc(Vector3 center, Vector3 normal, Vector3 from, float angle, float radius)
```

### Parameters

**** (\[Vector3]\(/engine/6000.7/script-reference/unityengine/vector3)): The center of the circle.**** (\[Vector3]\(/engine/6000.7/script-reference/unityengine/vector3)): The normal of the circle.**** (\[Vector3]\(/engine/6000.7/script-reference/unityengine/vector3)): The direction of the point on the circumference, relative to the center, where the sector begins.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The angle of the sector, in degrees.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The radius of the circle**Note:** Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.

### Remarks

![DrawSolidArc (DrawSolidArc(Vector3, Vector3, Vector3, float, float))](/api/media?file=/engine/6000.7/media/images/DrawSolidArc.png)

*Solid Arc in the Scene View.*

### Examples

```csharp
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);
    };
}
```
