I'm writing an extension to Unity editor and was wondering if there's a way to show multiplbe gizmos for rescaling/moving colliders in the scene view while in editing mode? I don't want to re-invent the wheel and create custome gizmos (already started my ugly version!) Thank you!
I think you are speaking about Handles.
In the docs are examples on how t use them e.g. Handles.PositionHandle, Handles.RotationHandle and Handles.ScaleHandle.
Usually you should use them in OnSceneGUI.
Vector3 newPosition = Handles.PositionHandle(currentPosition, Quaternion.identity);
Quaternion newRotation = RotationHandle(currentRotation, position);
Vector3 newScale = ScaleHandle(currentScale, position, rotation, handleSize);
However I would always recommend to rather use proper SerializedProperty
to avoid problems with Undo/Redo and marking things dirty + saving etc.
Just an example (this won't override the Transform's default handles so it can get confusing)
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(Transform), true, isFallback = false)]
public class TransformEditor : Editor
{
private SerializedProperty position;
private SerializedProperty rotation;
private SerializedProperty scale;
private void OnEnable()
{
position = serializedObject.FindProperty("m_LocalPosition");
rotation = serializedObject.FindProperty("m_LocalRotation");
scale = serializedObject.FindProperty("m_LocalScale");
}
private void OnSceneGUI()
{
serializedObject.Update();
position.vector3Value = Handles.PositionHandle(position.vector3Value, Quaternion.identity);
rotation.quaternionValue = Handles.RotationHandle(rotation.quaternionValue, position.vector3Value);
scale.vector3Value = Handles.ScaleHandle(scale.vector3Value, position.vector3Value, rotation.quaternionValue, 1);
serializedObject.ApplyModifiedProperties();
}
}