How to get the ID of Handles.*

Hi all,
i am trying to get the ID’s of the handles i’ve created. So i can identify them later when the user is moving the handles.
I create the handles like this:

bezierPath.controlPoints _= Handles.FreeMoveHandle(bezierPath.controlPoints*, Quaternion.identity, 0.5f, Vector3.zero, Handles.CubeCap);*_

This creates a handle just fine. But i don’t know what the id is.
I know i can get the “moved” handle-id by using the function GUIUtility.hotControl. But that does not help because i don’t know which of the created handles has that id.
(The “first” handle i checked with hotControl had the id 213)
How can i solve this problem?
Thnx!

I solved my problem with identifying these handles with the help from another person. (german-forum because it is easier for me to explain)

The problem was: i was thinking of handles like… well buttons or something that you can register to and then get notified when something has changed. But there are no such things as it seems. And no ID’s are needed.

To answer the question of Paulo: I wanted to move one handle and some other handles to copy that movement.

Now it is clear that the loop that is “generating” the handles also has to move the other handles. Something like this:

for(int i = 0; i < bezierPath.controlPoints.Count; ++i)
		{
			if(i%3==0)
			{
				Handles.color = orange;
				//bezierPath.controlPoints _= Handles.FreeMoveHandle(bezierPath.controlPoints*, Quaternion.identity, 0.5f, Vector3.zero, Handles.CubeCap);*_

_ delta = Handles.FreeMoveHandle(bezierPath.controlPoints*, Quaternion.identity, 0.5f, Vector3.zero, Handles.CubeCap);
delta -= bezierPath.controlPoints;*_

_ bezierPath.controlPoints += delta;_

* //move the other handles! (aka tangents)*
* if(i == 0) //startpoint*
* {*
* bezierPath.controlPoints[i+1] += delta;*
* }*
* else if(i == bezierPath.controlPoints.Count-1) //endpoint*
* {*
* bezierPath.controlPoints[i-1] += delta;*
* }*
* else //any other point*
* {*
* bezierPath.controlPoints[i+1] += delta;*
* bezierPath.controlPoints[i-1] += delta;*
* }*
* }*
* else*
* {*
* Handles.color = Color.gray;*
bezierPath.controlPoints = Handles.FreeMoveHandle(bezierPath.controlPoints*, Quaternion.identity, 0.5f, Vector3.zero, Handles.CubeCap);*
* }*
* }*