Version: 2021.3+
This example demonstrates how to set binding paths with UXML templates.
This example creates an asset menu item. The menu creates a GameSwitch
asset with three template instances that bind to properties of the GameSwitch
object.
You can find the completed files that this example creates in this GitHub repository.
This guide is for developers familiar with the Unity Editor, UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary Toolkit, and C# scripting. Before you start, get familiar with the following:
Create scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary to define the GameSwitch
struct and a custom asset to hold properties of the GameSwitch
struct.
Create a project in Unity with any template.
In your Project windowA window that shows the contents of your Assets
folder (Project tab) More info
See in Glossary, create a folder named bind-uxml-template
to store all your files.
Create a C# script named GameSwitch.cs
and replace its content with the following:
using System;
[Serializable]
public struct GameSwitch
{
public string name;
public bool enabled;
}
Create a C# script named GameSwitchesAsset.cs
and replace its contents with the following:
using UnityEngine;
[CreateAssetMenu(menuName = "UIToolkitExamples/GameSwitches")]
public class GameSwitchesAsset : ScriptableObject
{
public GameSwitch useLocalServer;
public GameSwitch showDebugMenu;
public GameSwitch showFPSCounter;
// Use the Reset function to provide default values
public void Reset()
{
useLocalServer = new GameSwitch() { name = "Use Local Server", enabled = false };
showDebugMenu = new GameSwitch() { name = "Show Debug Menu", enabled = false };
showFPSCounter = new GameSwitch() { name = "Show FPS Counter", enabled = true };
}
}
Create a UXML template that you can use for each GameSwitch
struct instance, and a UXML file that uses the template.
Create a UI Document named game_switch.uxml
and replace its contents with the following:
<UXML xmlns="UnityEngine.UIElements" xmlns:ue="UnityEditor.UIElements">
<Box style="flex-direction: row;">
<Toggle binding-path="enabled" />
<TextField binding-path="name" readonly="true" style="flex-grow: 1;"/>
</Box>
</UXML>
In the bind-uxml-template folder, create a folder named Editor
.
In the Editor folder, create a UI Document named game_switches_editor.uxml
and replace its contents with the following:
<UXML xmlns="UnityEngine.UIElements" xmlns:ue="UnityEditor.UIElements">
<Template name="switch" src="../game_switch.uxml"/>
<Instance template="switch" binding-path="useLocalServer" />
<Instance template="switch" binding-path="showDebugMenu" />
<Instance template="switch" binding-path="showFPSCounter" />
</UXML>
Note: This is the main UXML file for the custom Editor. Each property binds to an instance of game_switch.uxml
through the binding-path
attribute of Instance
.
Create a script to register a custom Editor for GameSwitchesAsset
.
Create a C# script named GameSwitchesEditor.cs
and replace its content with the following:
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
namespace UIToolkitExamples
{
[CustomEditor(typeof(GameSwitchesAsset))]
public class GameSwitchesEditor : Editor
{
[SerializeField]
VisualTreeAsset visualTreeAsset;
public override VisualElement CreateInspectorGUI()
{
return visualTreeAsset.CloneTree();
}
}
}
Assets
folder.GameSwitchesAsset.useLocalServer
, GameSwitchesAsset.showDebugMenu
, and GameSwitchesAsset.showFPSCounter
properties.