id | (optional) override the default ControlID for this Slider2D instance. |
handlePos | The position of the current point in the space of Handles.matrix. |
offset | (optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle. |
handleDir | The direction of the handle in the space of Handles.matrix, only used for rendering of the handle. |
slideDir1 | The first axis of the slider's plane of movement in the space of Handles.matrix. |
slideDir2 | The second axis of the slider's plane of movement in the space of Handles.matrix. |
handleSize | The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. |
snap | (float or Vector2) The snap increment along both axes, either uniform or per-axis. See Handles.SnapValue. |
drawHelper | (default: false) render a rectangle around the handle when dragging. |
capFunction | The function to call for doing the actual drawing. |
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 position value passed into the function.
Make a 3D slider that moves along a plane defined by two axes.
This method will draw a 3D-draggable handle on the screen. The handle is constrained to sliding along a plane in 3D space.
2D slider handle in the Scene View.
Add the following script to your Assets folder as Slider2DExample.cs and add the Slider2DExample component to an object in a scene.
#pragma strict @ExecuteInEditMode public class Slider2DExample 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 Slider2DExample : 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 Slider2DExampleEditor.cs and select the object with the Slider2DExample component.
#pragma strict @CustomEditor(Slider2DExample) @CanEditMultipleObjects public class Slider2DExampleEditor extends Editor { protected virtual function OnSceneGUI() { var example: Slider2DExample = Slider2DExampletarget; var size: float = HandleUtility.GetHandleSize(example.targetPosition) * 0.5f; var snap: float = 0.1f; var handleDirection: Vector3 = Vector3.up; EditorGUI.BeginChangeCheck(); var newTargetPosition: Vector3 = Handles.Slider2D(example.targetPosition, handleDirection, Vector3.right, Vector3.forward, size, Handles.CircleHandleCap, snap); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(example, "Change Look At Target Position"); example.targetPosition = newTargetPosition; example.Update(); } } }
using UnityEditor; using UnityEngine;
[CustomEditor(typeof(Slider2DExample)), CanEditMultipleObjects] public class Slider2DExampleEditor : Editor { protected virtual void OnSceneGUI() { Slider2DExample example = (Slider2DExample)target;
float size = HandleUtility.GetHandleSize(example.targetPosition) * 0.5f; float snap = 0.1f; Vector3 handleDirection = Vector3.up;
EditorGUI.BeginChangeCheck(); Vector3 newTargetPosition = Handles.Slider2D(example.targetPosition, handleDirection, Vector3.right, Vector3.forward, size, Handles.CircleHandleCap, snap); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(example, "Change Look At Target Position"); example.targetPosition = newTargetPosition; example.Update(); } } }