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Question by scanzy · Apr 12, 2017 at 10:17 AM · unity 5rotationeditor-scriptingapihandles

BoxBoundsHandle rotation

Unity 5.6 introduced the new BoxBoundsHandle object to draw BoxCollider-like handles. Position, size and color can be set very easily, this is great, but there is no rotation property or field.

How to display BoxBoundsHandle with custom rotation?

EDIT: I understand that the Bounds structure has no rotation, still it would be very useful to show the handle rotated

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Answer by Adam-Mechtley · Apr 12, 2017 at 10:47 AM

Hi @scanzy! Per the documentation, all of the PrimitiveBoundsHandle classes respect Handles.matrix. So just rotate this matrix before you draw. Something like this:

 var rotation = Quaternion.AngleAxis(45f, Vector3.up);
 rotatedMatrix = Handles.matrix *  Matrix4x4.TRS(Vector3.zero, rotation, Vector3.one);
 using (new Handles.DrawingScope(rotatedMatrix))
 {
     m_BoxBoundsHandle.DrawHandle();
     // etc.
 }


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Answer by yasirkula · Aug 05, 2021 at 10:10 AM

BoxBoundsHandle wasn't drawn in the correct spot for me in the above method, so I had to use the following method:

 public void DrawRotatedBoxBoundsHandle( ref Vector3 position, Quaternion rotation, ref Vector3 size )
 {
     Matrix4x4 matrix = Matrix4x4.TRS( Vector3.zero, rotation, Vector3.one );
     using( new Handles.DrawingScope( matrix ) )
     {
         m_BoxBoundsHandle.center = matrix.inverse.MultiplyPoint3x4( position );
         m_BoxBoundsHandle.size = size;
 
         EditorGUI.BeginChangeCheck();
         m_BoxBoundsHandle.DrawHandle();
         if( EditorGUI.EndChangeCheck() )
         {
             position = matrix.MultiplyPoint3x4( m_BoxBoundsHandle.center );
             size = m_BoxBoundsHandle.size;
         }
     }
 }
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