# RadiusHandle

> Make a Scene view radius handle.

## Definition

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

## RadiusHandle(Quaternion, Vector3, float, bool)

Make a Scene view radius handle.

```csharp
public static float RadiusHandle(Quaternion rotation, Vector3 position, float radius, bool handlesOnly)
```

### Parameters

**** (\[Quaternion]\(/engine/6000.7/script-reference/unityengine/quaternion)): The orientation of the handle in 3D space.**** (\[Vector3]\(/engine/6000.7/script-reference/unityengine/vector3)): The center of the handle in 3D space.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): Radius to modify.**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): Whether to omit the circular outline of the radius and only draw the point handles.

### Returns

| Type                                                          | Description                                                                                                                                                            |
| ------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [float](https://learn.microsoft.com/dotnet/api/system.single) | The new 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

![RadiusHandle (RadiusHandle)](/api/media?file=/engine/6000.7/media/images/RadiusHandle.png)

*RadiusHandle on the Scene View.*

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

[CustomEditor(typeof(EffectRadius))]
public class EffectRadiusEditor : Editor
{
    public void OnSceneGUI()
    {
        EffectRadius t = (target as EffectRadius);

        EditorGUI.BeginChangeCheck();
        float areaOfEffect = Handles.RadiusHandle(Quaternion.identity, t.transform.position, t.areaOfEffect);
        if (EditorGUI.EndChangeCheck())
        {
            Undo.RecordObject(target, "Changed Area Of Effect");
            t.areaOfEffect = areaOfEffect;
        }
    }
}
```

And the Script attached to this GameObject:

```csharp
// Name this script "EffectRadius"
using UnityEngine;
using System.Collections;

public class EffectRadius : MonoBehaviour
{
    public float areaOfEffect = 1;
}
```

## RadiusHandle(Quaternion, Vector3, float)

Make a Scene view radius handle.

```csharp
public static float RadiusHandle(Quaternion rotation, Vector3 position, float radius)
```

### Parameters

**** (\[Quaternion]\(/engine/6000.7/script-reference/unityengine/quaternion)): The orientation of the handle in 3D space.**** (\[Vector3]\(/engine/6000.7/script-reference/unityengine/vector3)): The center of the handle in 3D space.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): Radius to modify.

### Returns

| Type                                                          | Description                                                                                                                                                            |
| ------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [float](https://learn.microsoft.com/dotnet/api/system.single) | The new 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

![RadiusHandle (RadiusHandle)](/api/media?file=/engine/6000.7/media/images/RadiusHandle.png)

*RadiusHandle on the Scene View.*

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

[CustomEditor(typeof(EffectRadius))]
public class EffectRadiusEditor : Editor
{
    public void OnSceneGUI()
    {
        EffectRadius t = (target as EffectRadius);

        EditorGUI.BeginChangeCheck();
        float areaOfEffect = Handles.RadiusHandle(Quaternion.identity, t.transform.position, t.areaOfEffect);
        if (EditorGUI.EndChangeCheck())
        {
            Undo.RecordObject(target, "Changed Area Of Effect");
            t.areaOfEffect = areaOfEffect;
        }
    }
}
```

And the Script attached to this GameObject:

```csharp
// Name this script "EffectRadius"
using UnityEngine;
using System.Collections;

public class EffectRadius : MonoBehaviour
{
    public float areaOfEffect = 1;
}
```
