Version: 2021.3
Language : English
Create a binding with the Inspector
Bind to a UXML template

Bind to nested properties

Version: 2021.3+

This example demonstrates how to use the binding-path attribute of a BindableElement in UXML to bind fields to nested properties of a SerializedObject.

Example overview

This example creates a custom 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
UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary
with the following:

  • Two fields that bind to a GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
    See in Glossary
    ’s name and the scale of a USS transform
  • Two fields that bind to nested properties of a SerializedObject

You can find the completed files that this example creates in this GitHub repository.

Prerequisites

This guide is for developers familiar with the Unity Editor, UI Toolkit, and C# scripting. Before you start, get familiar with the following:

Create the destructible tank object

Create a C# script to define a class for a tank that has health values to make it destructible.

  1. Create a project in Unity with any template.

  2. 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-nested-properties to store all the files.

  3. Create a C# script named DestructibleTankScript.cs and replace its content with the following:

    using System;
    using UnityEngine;
    using UnityEngine.Serialization;
    
    [Serializable]
    public struct Health
    {
        public int armor;
        public int life;
    }
    
    [ExecuteInEditMode]
    public class DestructibleTankScript : MonoBehaviour
    {
        public string tankName = "Tank";
        public float tankSize = 1;
    
        public Health health;
    
        private void Update()
        {
            gameObject.name = tankName;
            gameObject.transform.localScale = new Vector3(tankSize, tankSize, tankSize);
        }
    
        public void Reset()
        {
            health.armor = 100;
            health.life = 10;
        }
    }
    

Create the UXML and the Inspector UI

Create a UXML file with a BindableElement. Set the BindableElement’s binding-path to the health property and set each child element’s binding-path of the BindableElement to the armor and life properties of health.

  1. In the bind-nested-properties folder, create a folder named Editor.

  2. In the Editor folder, create a USS file named tank_inspector_styles.uss and replace its contents with the following:

    .container {
        background-color: rgb(80, 80, 80);
        flex-direction: column;
    }
    Label {
        background-color: rgb(80, 80, 80);
    }
    TextField:hover {
        background-color: rgb(255, 255, 0);
    }
    FloatField {
        background-color: rgb(0, 0, 255);
    }
    
  3. Create a UI Document named destructible_tank_editor.uxml and replace its contents with the following:

    <UXML xmlns="UnityEngine.UIElements" xmlns:ue="UnityEditor.UIElements">
        <Style src="tank_inspector_styles.uss"/>
        <VisualElement name="row" class="container">
            <Label text="Tank Script - Custom Inspector" />
            <ue:PropertyField binding-path="tankName" name="tank-name-field" />
            <ue:PropertyField binding-path="tankSize" name="tank-size-field" />
            <BindableElement binding-path="health">
                <ue:PropertyField binding-path="armor"/>
                <ue:PropertyField binding-path="life"/>
            </BindableElement>
        </VisualElement>
    </UXML>
    

Create the custom Editor

Create a C# script that registers a custom Editor for the DestructibleTankScript.

  1. Create a C# script named DestructibleTankEditor.cs and replace its content with the following:

    using UnityEditor;
    using UnityEngine;
    using UnityEngine.UIElements;
    
    [CustomEditor(typeof(DestructibleTankScript))]
    public class DestructibleTankEditor : Editor
    {
        [SerializeField]
        VisualTreeAsset visualTreeAsset;
    
        public override VisualElement CreateInspectorGUI()
        {
            return visualTreeAsset.CloneTree();
        }
    }
    
  2. Select DestructibleTankEditor.cs in the Project window.

  3. Drag destructible_tank_editor.uxml to Visual Tree Asset in the Inspector.

Test the binding

  1. In Unity, add an empty GameObject to a sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
    See in Glossary
    .
  2. Select the GameObject.
  3. Add the Destructible Tank Script component in the Inspector. The Armor and Life fields are bound to the health.armor and health.life properties. If you change the values in the Inspector, the values of the underlying properties change.

Additional resources

Create a binding with the Inspector
Bind to a UXML template
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