A Toggle includes an image and a label. Just like other standard UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary Toolkit controls, such as a Button, a Toggle has a Clickable manipulator attached to it that registers to MouseUpEvent
and PointerUpEvent
. When one of those events triggers the manipulator, the Toggle’s value changes from true to false or from false to true. You can read or set the current values of a Toggle. You can also bind a Toggle to a Boolean variable.
By default, a Toggle control appears as a checkbox. You can apply styles to make it look like a typical toggle switch.
You can display or hide elements based on other conditions, such as a selection from a drop-down, or an enabled option. An example of a conditional UI is the Unity CameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary 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. It displays additional options when you activate Physical Camera mode.
Note: To align an element with other fields in an Inspector window, simply apply the .unity-base-field__aligned
USS class to it. For more information, refer to BaseField
.
You can create a Toggle with UI Builder, UXML, or C#.
The following C# examples creates a Toggle with a specific label:
Toggle myToggle = new Toggle("Click me");
The following UXML example creates a Toggle:
<UXML xmlns="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements">
<Toggle label="UXML Field" name="the-uxml-field" />
</UXML>
The following C# example illustrates some of the customizable functionalities of the Toggle:
/// <sample>
// Get a reference to the field from UXML and assign a value to it.
var uxmlField = container.Q<Toggle>("the-uxml-field");
uxmlField.value = true;
// Create a new field, disable it, and give it a style class.
var csharpField = new Toggle("C# Field");
csharpField.value = false;
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<bool>>((evt) =>
{
csharpField.value = evt.newValue;
});
/// </sample>
To try this example live in Unity, go to Window > UI Toolkit > Samples.
For more examples, refer to the following:
C# class: Toggle
Namespace: UnityEngine.UIElements
Base class: BaseBoolField
This element inherits the following attributes from its base class:
Name | Type | Description |
---|---|---|
binding-path |
string |
Path of the target property to be bound. |
focusable |
boolean |
True if the element can be focused. |
label |
string |
The string representing the label that will appear beside the field. |
tabindex |
int |
An integer used to sort focusables in the focus ring. Must be greater than or equal to zero. |
text |
string |
Optional text that appears after the BaseBoolField. Unity creates a Label automatically if one does not exist. |
value |
boolean |
The value associated with the field. |
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. |
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 |
Reference to the style object of this element. Contains data computed from USS files or inline styles written to this object in C#. |
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 (ie. tree expanded states, scroll position, zoom level). This is the key used to save/load the view data from the view data store. Not setting this key will disable persistence for this VisualElement . For further information on view data persistence, see the wiki:UIE-ViewData|Unity Manual . |
The following table lists all the C# public property names and their related USS selector.
C# property | USS selector | Description |
---|---|---|
ussClassName |
.unity-toggle |
USS class name for Toggle elements. Unity adds this USS class to every instance of the Toggle element. Any styling applied to this class affects every Toggle located beside, or below the stylesheet in the visual tree. |
labelUssClassName |
.unity-toggle__label |
USS class name for Labels in Toggle elements. Unity adds this USS class to the Label sub-element of the Toggle if the Toggle has a Label. |
inputUssClassName |
.unity-toggle__input |
USS class name of input elements in Toggle elements. Unity adds this USS class to the input sub-element of the Toggle . The input sub-element provides responses to the manipulator. |
noTextVariantUssClassName |
.unity-toggle--no-text |
USS class name of Toggle elements that have no text. Unity adds this USS class to the Toggle if the Toggle does not have a label. |
checkmarkUssClassName |
.unity-toggle__checkmark |
USS class name of Images in Toggle elements. Unity adds this USS class to the Image sub-element of the Toggle that contains the checkmark image. |
textUssClassName |
.unity-toggle__text |
USS class name of Text elements in Toggle elements. Unity adds this USS class to Text sub-elements of the Toggle . |
mixedValuesUssClassName |
.unity-toggle__mixed-values |
USS class name of Toggle elements that have mixed values Unity adds this USS class to checkmark of the Toggle when it has mixed values. |
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.