rotation | Orientation of the handle. |
position | Center of the handle in 3D space. |
Quaternion 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.
Make a Scene view rotation handle.
This will behave like the built-in rotation tool in Unity. If you have assigned something to Undo.SetSnapshotTarget, it will work fully with Undo.
Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.
Rotate the attached object from the Rotation Handle.
#pragma strict // Name this script "RotateAtPointEditor" @CustomEditor(RotateAtPoint) @CanEditMultipleObjects public class RotateAtPointEditor extends Editor { public function OnSceneGUI() { var t: RotateAtPoint = (target as RotateAtPoint); EditorGUI.BeginChangeCheck(); var rot: Quaternion = Handles.RotationHandle(t.rot, Vector3.zero); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(target, "Rotated RotateAt Point"); t.rot = rot; t.Update(); } } }
// 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:
#pragma strict // Name this script "RotateAtPoint" @ExecuteInEditMode public class RotateAtPoint extends MonoBehaviour { public var rot: Quaternion = Quaternion.identity; public function Update() { transform.rotation = rot; } }
// Name this script "RotateAtPoint" using UnityEngine; [ExecuteInEditMode] public class RotateAtPoint : MonoBehaviour { public Quaternion rot = Quaternion.identity; public void Update() { transform.rotation = rot; } }