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LongField

A LongField lets users input a numerical long integer value into an application. It accepts and displays text input. You can set placeholder text to provide hints or instructions to the user on what to enter. You can also add validation functions to ensure that the entered data meets certain requirements.

Note: To align a LongField with other fields in an InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
See in Glossary
window, simply apply the .unity-base-field__aligned USS class to it. For more information, refer to BaseField.

Create a LongField

You can create a LongField with UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary
Builder, UXML, and C#.

To create a LongField with C#, create a new instance of a LongField object. For example:

LongField myElement = new LongField("Label text");

Set a placeholder text

You can set a placeholder text for the element. You can also hide the placeholder text on focus.

Note: The placeholder text won’t display if you set a value for the element. To unset a value in UI Builder, right-click the Value field in the element’s Inspector tab and select Unset.

In C#, use the placeholder and the hidePlaceholderOnFocus properties through textEdition:

myElement.textEdition.placeholder = "Enter your value here";
myElement.textEdition.hidePlaceholderOnFocus = true;

To style the placeholder text, use the .unity-base-text-field__input--placeholder USS selector.

Customize the input text selection

Input text is selectable by default. You can customize the selection behaviors such as selectAllOnMouseUP and selectAllOnFocus.

In C#, set them through textSelection:

myElement.textSelection.selectAllOnMouseUp = false;
myElement.textSelection.selectAllOnFocus = false;

Examples

The following UXML example creates a LongField:

<UXML xmlns="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements">
    <LongField label="UXML Field" name="the-uxml-field" />
</UXML>

The following C# example illustrates some of the customizable functionalities of the LongField:

/// <sample>
// Get a reference to the field from UXML and assign a value to it.
var uxmlField = container.Q<LongField>("the-uxml-field");
uxmlField.value = 42;

// Create a new field, disable it, and give it a style class.
var csharpField = new LongField("C# Field");
csharpField.SetEnabled(false);
csharpField.AddToClassList("some-styled-field");
csharpField.value = uxmlField.value;
container.Add(csharpField);

// Mirror the value of the UXML field into the C# field.
uxmlField.RegisterCallback<ChangeEvent<long>>((evt) =>
{
    csharpField.value = evt.newValue;
});
/// </sample>

To try this example live in Unity, go to Window > UI Toolkit > Samples.

C# base class and namespace

C# class: LongField
Namespace: UnityEngine.UIElements
Base class: TextValueField_1

Inherited UXML attributes

This element inherits the following attributes from its base class:

Name Type Description
auto-correction boolean Determines if the touch screen keyboard auto correction is turned on or off.
binding-path string Path of the target property to be bound.
emoji-fallback-support boolean Specifies the order in which the system should look for Emoji characters when rendering text. If this setting is enabled, the global Emoji Fallback list will be searched first for characters defined as Emoji in the Unicode 14.0 standard.
focusable boolean True if the element can be focused.
hide-mobile-input boolean Hides or shows the mobile input field.
is-delayed boolean If set to true, the value property isn’t updated until either the user presses Enter or the text field loses focus.
keyboard-type TouchScreenKeyboardType The type of mobile keyboard that will be used.
label string The string representing the label that will appear beside the field.
max-length int Maximum number of characters for the field.
select-all-on-focus boolean Controls whether the element’s content is selected upon receiving focus.
select-all-on-mouse-up boolean Controls whether the element’s content is selected when you mouse up for the first time.
tabindex int An integer used to sort focusables in the focus ring. Must be greater than or equal to zero.
value long The value associated with the field.
vertical-scroller-visibility UIElements.ScrollerVisibility Option for controlling the visibility of the vertical scroll bar in the TextInputBaseField_1.

This element also inherits the following attributes from VisualElement:

Name Type Description
content-container string Child elements are added to it, usually this is the same as the element itself.
data-source Object Assigns a data source to this VisualElement which overrides any inherited data source. This data source is inherited by all children.
data-source-path string Path from the data source to the value.
data-source-type System.Type The possible type of data source assignable to this VisualElement.

This information is only used by the UI Builder as a hint to provide some completion to the data source path field when the effective data source cannot be specified at design time.
language-direction UIElements.LanguageDirection Indicates the directionality of the element’s text. The value will propagate to the element’s children.

Setting the languageDirection to RTL adds basic support for right-to-left (RTL) by reversing the text and handling linebreaking and word wrapping appropriately. However, it does not provide comprehensive RTL support, as this would require text shaping, which includes the reordering of characters, and OpenType font feature support. Comprehensive RTL support is planned for future updates, which will involve additional APIs to handle language, script, and font feature specifications.

To enhance the RTL functionality of this property, users can explore available third-party plugins in the Unity Asset Store and make use of ITextElementExperimentalFeatures.renderedText
name string The name of this VisualElement.

Use this property to write USS selectors that target a specific element. The standard practice is to give an element a unique name.
picking-mode UIElements.PickingMode Determines if this element can be pick during mouseEvents or IPanel.Pick queries.
style string Sets the VisualElement style values.
tooltip string Text to display inside an information box after the user hovers the element for a small amount of time. This is only supported in the Editor UI.
usage-hints UIElements.UsageHints A combination of hint values that specify high-level intended usage patterns for the VisualElement. This property can only be set when the VisualElement is not yet part of a Panel. Once part of a Panel, this property becomes effectively read-only, and attempts to change it will throw an exception. The specification of proper UsageHints drives the system to make better decisions on how to process or accelerate certain operations based on the anticipated usage pattern. Note that those hints do not affect behavioral or visual results, but only affect the overall performance of the panel and the elements within. It’s advised to always consider specifying the proper UsageHints, but keep in mind that some UsageHints might be internally ignored under certain conditions (e.g. due to hardware limitations on the target platform).
view-data-key string Used for view data persistence, such as tree expanded states, scroll position, or zoom level.

This key is used to save and load the view data from the view data store. If you don’t set this key, the persistence is disabled for the associated VisualElement. For more information, refer to View data persistence.

USS classes

The following table lists all the C# public property names and their related USS selector.

C# property USS selector Description
ussClassName .unity-long-field USS class name of elements of this type.
labelUssClassName .unity-long-field__label USS class name of labels in elements of this type.
inputUssClassName .unity-long-field__input USS class name of input elements in elements of this type.
ussClassName .unity-base-text-field USS class name of elements of this type.
labelUssClassName .unity-base-text-field__label USS class name of labels in elements of this type.
inputUssClassName .unity-base-text-field__input USS class name of input elements in elements of this type.
singleLineInputUssClassName .unity-base-text-field__input--single-line USS class name of single line input elements in elements of this type.
multilineInputUssClassName .unity-base-text-field__input--multiline USS class name of multiline input elements in elements of this type.
placeholderUssClassName .unity-base-text-field__input--placeholder USS class name of input elements when placeholder text is shown
ussClassName .unity-base-field USS class name of elements of this type.
labelUssClassName .unity-base-field__label USS class name of labels in elements of this type.
inputUssClassName .unity-base-field__input USS class name of input elements in elements of this type.
noLabelVariantUssClassName .unity-base-field--no-label USS class name of elements of this type, when there is no label.
labelDraggerVariantUssClassName .unity-base-field__label--with-dragger USS class name of labels in elements of this type, when there is a dragger attached on them.
mixedValueLabelUssClassName .unity-base-field__label--mixed-value USS class name of elements that show mixed values
alignedFieldUssClassName .unity-base-field__aligned USS class name of elements that are aligned in a inspector element
disabledUssClassName .unity-disabled USS class name of local disabled elements.

You can also use the Matching Selectors section in the Inspector or the UI Toolkit Debugger to see which USS selectors affect the components of the VisualElement at every level of its hierarchy.

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