• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by thelebaron · Mar 22, 2017 at 07:18 AM · transformpositioncustom editoroffset

How to make custom handles take gameobject position offset into account?

Ok so ive made a little gif of what I have currently and it should better explain what I have currently and what I'd like to have: http://i.imgur.com/DU6g9qX.gifv

  • Basically I have an array of 4 points(well currently theres two one representing the handles the other the position in combination with the gameobject but that is just the current implementation).

  • I have a custom handle for each of the 4 points.

  • I want the handles to stay at the blue points when I move the game object the script is attached to, but also be movable themselves. I cant figure out how to do both, just one or the other or with the discrepancy.

I cant just add the positions as the handles will fly away at any minor changes, but I am struggling to figure out how to approach this. Code below

         private int m_Corners = 4;
         public Vector3[] m_LocalCornerVertices;
         public Vector3[] m_WorldCornerVertices;
 
         public void Start()
         {
             //Initialise the arrays
             m_LocalCornerVertices = new Vector3[(1) * (m_Corners)];
             m_WorldCornerVertices = new Vector3[(1) * (m_Corners)];
 
             //Make a square to start with
             m_LocalCornerVertices[0] = new Vector3(0, 0, 0);
             m_LocalCornerVertices[1] = new Vector3(0, 0, 1);
             m_LocalCornerVertices[2] = new Vector3(1, 0, 0);
             m_LocalCornerVertices[3] = new Vector3(1, 0, 1);
         }
 
         public void Update()
         {
             for (int i = 0; i < Corners; i++)
             {
                 var oldPos = m_LocalCornerVertices[i];
                 var newPos = oldPos + transform.position;
                 m_WorldCornerVertices[i] = newPos;
             }
         }

Lastly theres a loop with floor.m_LocalCornerVertices[i] = Handles.PositionHandle(floor.m_LocalCornerVertices[i], Quaternion.identity); in an inspector script in OnSceneGui

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Vector movement according to rotation glitching out at non-square angles. 0 Answers

Help! I want to make a following camera but in with Y position is constant ? 2 Answers

Offset Position 1 Answer

Programatically calculate child offset in world space 1 Answer

Setting parent in instantiated class 3 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges