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Handles.FreeMoveHandle

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public static function FreeMoveHandle(position: Vector3, rotation: Quaternion, size: float, snap: Vector3, capFunction: Handles.CapFunction): Vector3;
public static Vector3 FreeMoveHandle(Vector3 position, Quaternion rotation, float size, Vector3 snap, Handles.CapFunction capFunction);

Parameters

position The position of the handle in the space of Handles.matrix.
rotation The rotation of the handle in the space of Handles.matrix.
size The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.
snap The snap increment on all axes. See Handles.SnapValue.
capFunction The function to call for doing the actual drawing.

Returns

Vector3 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.

Description

Make an unconstrained movement handle.

This handle can move freely in all directions. Hold down Ctrl (Cmd on macOS) to snap to the grid (see [wiki:PositioningGameObjects]). Hold Ctrl-Shift (Cmd-Shift on macOS) to snap the object to any Collider surface under the mouse pointer.


Free Move handle in the Scene View.

Add the following script to your Assets folder as FreeMoveHandleExample.cs and add the FreeMoveHandleExample component to an object in a scene.

#pragma strict
@ExecuteInEditMode
public class FreeMoveHandleExample extends MonoBehaviour {
	Vector3targetPosition {
		return m_TargetPosition;
	}
	 {
		m_TargetPosition = value;
	}
	@SerializeField
	private var m_TargetPosition: Vector3 = new Vector3(1f, 0f, 2f);
	public virtual function Update() {
		transform.LookAt(m_TargetPosition);
	}
}
using UnityEngine;

[ExecuteInEditMode] public class FreeMoveHandleExample : MonoBehaviour { public Vector3 targetPosition { get { return m_TargetPosition; } set { m_TargetPosition = value; } } [SerializeField] private Vector3 m_TargetPosition = new Vector3(1f, 0f, 2f);

public virtual void Update() { transform.LookAt(m_TargetPosition); } }

Add the following script to Assets/Editor as FreeMoveHandleExampleEditor.cs and select the object with the FreeMoveHandleExample component.

#pragma strict
@CustomEditor(FreeMoveHandleExample)
@CanEditMultipleObjects
public class FreeMoveHandleExampleEditor extends Editor {
	protected virtual function OnSceneGUI() {
		var example: FreeMoveHandleExample = FreeMoveHandleExampletarget;
		var size: float = HandleUtility.GetHandleSize(example.targetPosition) * 0.5f;
		var snap: Vector3 = Vector3.one * 0.5f;
		EditorGUI.BeginChangeCheck();
		var newTargetPosition: Vector3 = Handles.FreeMoveHandle(example.targetPosition, Quaternion.identity, size, snap, Handles.RectangleHandleCap);
		if (EditorGUI.EndChangeCheck()) {
			Undo.RecordObject(example, "Change Look At Target Position");
			example.targetPosition = newTargetPosition;
			example.Update();
		}
	}
}
using UnityEditor;
using UnityEngine;

[CustomEditor(typeof(FreeMoveHandleExample)), CanEditMultipleObjects] public class FreeMoveHandleExampleEditor : Editor { protected virtual void OnSceneGUI() { FreeMoveHandleExample example = (FreeMoveHandleExample)target;

float size = HandleUtility.GetHandleSize(example.targetPosition) * 0.5f; Vector3 snap = Vector3.one * 0.5f;

EditorGUI.BeginChangeCheck(); Vector3 newTargetPosition = Handles.FreeMoveHandle(example.targetPosition, Quaternion.identity, size, snap, Handles.RectangleHandleCap); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(example, "Change Look At Target Position"); example.targetPosition = newTargetPosition; example.Update(); } } }