To build user interface from a UXML template, you must first load the template into a VisualTreeAsset
:
var template = EditorGUIUtility.Load("path/to/file.uxml") as VisualTreeAsset;
or more directly :
var template = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>("path/to/file.uxml");
You can then build the visual tree that this represents and attach it to a parent element:
template.CloneTree(parentElement, slots);
In the statement above, the <UXML>
element in the template is not translated to aVisualElement
. Instead, all of its children are attached to the element specified by parentElement
.
Once the template is instantiated, you can retrieve specific elements from the visual element tree with UQuery: Unity’s implementation of JQuery/Linq.
For example, the following code demonstrates how to create a new EditorWindow
and load a UXML file as its content:
public class MyWindow : EditorWindow {
[MenuItem ("Window/My Window")]
public static void ShowWindow () {
EditorWindow w = EditorWindow.GetWindow(typeof(MyWindow));
VisualTreeAsset uiAsset = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>("Assets/MyWindow.uxml");
VisualElement __ui__(User Interface) Allows a user to interact with your application. [More info](UISystem.html)<span class="tooltipGlossaryLink">See in [Glossary](Glossary.html#UI)</span> = uiAsset.CloneTree(null);
w.rootVisualElement.Add(ui);
}
void OnGUI () {
// Nothing to do here, unless you need to also handle IMGUI stuff.
}
}