hopefully a really quick question… I’m having a play around with creating custom editor “tools” for a few of my scripts and I’m struggling a little with the handles.
Lets take the standard primitive sphere when you choose to “edit collider” on its sphere collider.

If we’re going to replicate this as a learning exercise to me this looks like 3 wirediscs
but I’m a little lost on what the small handles are (circled)… I think they’re dotcaps
https://docs.unity3d.com/ScriptReference/Handles.DotCap.html
but if you pass the dotcap into something like ScaleValueHandle as a capFunc
they’re huge.
But it’s not entirely clear how you reduce the size of the cap within that function (i.e. what is controlID then supposed to be?
Also a little confused as to what the different types of handle (FreeMoveHandle vs ScaleValueHandle vs …) are for given that the cap image is passed as a parameter ![]()
Only verbose tutorials I’ve found so far seem to be out of date (back when SceneGUI.EndHandles() was a thing) or seem to suggest the small dot handles magically appear when the disc/arc/whatever are added which they don’t now (or never did and they’ve skipped that bit
); and the docs aren’t particularly detailed.
Looking for some pointers, or if someone knows of a up to date guide/tutorial that would be awesome ![]()

