Learn Editor data binding from examples.
Topics | 描述 |
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Bind with binding path in C# script | Use bindingPath to create a binding that changes the name of a GameObject in a custom Editor window. |
Bind without the binding path | Use BindProperty() to create a binding that changes the name of a GameObject in a custom Editor window. |
Bind with UXML and C# | Create a binding and set the binding path in UXML, and bind with Bind() in C#. |
Create a binding with the Inspector | Create a binding that binds among a custom Inspector, a custom Editor, and serialized objects. |
Bind to nested properties | Use the binding-path attribute of a BindableElement in UXML to bind fields to nested properties of a SerializedObject |
Bind to a UXML template | Create a binding and set binding paths with UXML templates. |
Receive callbacks when a bound property changes | Creates a custom Editor window with a TextField that binds to the name of a GameObject in a scene. |
Receive callbacks when any bound properties change | Create a custom Inspector with two fields that warns the user if the values of the fields fall outside certain ranges. |
Topics | 描述 |
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Bind to a list with ListView | Create a list of toggles and binds the list to an underlying list of objects. |
Bind to a list without ListView | Create a binding that binds to a list with array instead of ListView. |
Bind a custom control | Create a custom control and bind it to a native Unity type. |
Bind a custom control to custom data type | Create a custom control and bind it to a custom data type. |