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Question by MikeUpchat · Jan 29, 2017 at 11:25 AM · editorhandlesonscenegui

PositionHandle causing problems

I am trying to right a very simple editor script to show some waypoints for my charcater to move around, I have it working and the editor script shows the points. But for some reason if I use Handle.PositionHandle I cant select the handles or get them to move but if I change the line for Handle.FreeMoveHandle then everything works just fine. I think it is somehow connected to the GUI.SetNextControlName but I just cant get it to work, if anyone can let me know what I am missing that stops PositionHandles from working when FreeMoveHandles work just fine I would be very grateful. Below is the OnSceneGUI() method I have in my editor script. I am using control names so I dont have all the waypoints showing PositionHandles as that gets a bit much when lots of points have been placed. If I change a value in the inspector or click the 2d icon to switch between 2d and 3d makes the position handles work correctly, and also when the position handles cant be selected I can drag the scene or select the game view tab, it is all very frustrating.

    int selected = 0;
    string lastfocus = "";
 
     public void OnSceneGUI()
     {
         MyClass obj = (MyClass)target;
         Handles.matrix = obj.transform.localToWorldMatrix;
         Handles.color = Color.black;
 
         string hn = GUI.GetNameOfFocusedControl();
 
         if ( hn != lastfocus )
         {
             if ( hn.Length > 0 )
             {
                 if ( hn[0] == 'k' )
                 {
                     GUI.FocusControl("");
                     string hn1 = hn.Replace('k', ' ');
                     selected = int.Parse(hn1);
                 }
             }
 
             lastfocus = hn;
         }
 
         for ( int p = 0; p < obj.points.Count; p++ )
         {
             pm = obj.points[p].p;
 
             GUI.SetNextControlName("k" + p.ToString());
             if ( p == selected )
             {
                 Vector3 newp = Handles.PositionHandle(pm, Quaternion.identity);
                 //Vector3 newp = Handles.FreeMoveHandle(pm, Quaternion.identity, 0.1f, Vector3.zero, Handles.CircleCap);
 
                 Vector3 dl = newp - pm;
 
                 obj.points[p].p += dl;
             }
             else
                 Handles.FreeMoveHandle(pm, Quaternion.identity, 0.01f, Vector3.zero, Handles.CircleCap);
         }
 
         Handles.matrix = Matrix4x4.identity;
     }
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