To use custom controls with UXML and UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary Builder, you must expose them.
To define new elements, derive a new class from VisualElement or one of its subclasses, and then implement the appropriate functionality within this new class. 
Your new class must implement a default constructor. For example:
class StatusBar : VisualElement
{
    public StatusBar()
    {
        m_Status = String.Empty;
    }
    string m_Status;
    public string status { get; set; }
}
In order for UI Toolkit to instantiate a new class when it reads a UXML file, you must define a factory for your class. Unless your factory needs to do something special, you can derive the factory from UxmlFactory<T>. It’s recommended that you put the factory class within your component class.
For example, the following code snippet define a factory named UxmlFactory for the StatusBar class: 
class StatusBar : VisualElement
{
    public new class UxmlFactory : UxmlFactory<StatusBar> {}
    // ...
}
With this factory defined, you can use the <StatusBar> element in UXML files.
You can define UXML traits for a new class and set its factory to use these traits.
For example, the following code snippet defines a UXML traits class to initialize the status property as a property of the StatusBar class. The status property initializes from UXML data.
class StatusBar : VisualElement
{
    public new class UxmlFactory : UxmlFactory<StatusBar, UxmlTraits> {}
    public new class UxmlTraits : VisualElement.UxmlTraits
    {
        UxmlStringAttributeDescription m_Status = new UxmlStringAttributeDescription { name = "status" };
        public override IEnumerable<UxmlChildElementDescription> uxmlChildElementsDescription
        {
            get { yield break; }
        }
        public override void Init(VisualElement ve, IUxmlAttributes bag, CreationContext cc)
        {
            base.Init(ve, bag, cc);
            ((StatusBar)ve).status = m_Status.GetValueFromBag(bag, cc);
        }
    }
    // ...
}
Note: When you are authoring an element within UI Builder, UI Builder might call UxmlTraits.Init() multiple times to synchronize values from UXML files. You are recommended to use GetValueFromBag instead of TryGetValueFromBag to ensure that an element doesn’t retain the previous value when an attribute is unset in UI Builder.
The UxmlTraits serves two purposes:
The code example above does the following:
m_Status defines an XML attribute named status.uxmlChildElementsDescription returns an empty IEnumerable which indicates that StatusBar element has no child.Init() member reads the value of the status attribute in a property bag from the XML parser and sets the StatusBar.status property to this value.UxmlTraits class is placed inside the StatusBar class. This allows the Init() method to access the private members of StatusBar.UxmlTraits class inherits from the base class UxmlTraits, so it shares the attributes of the base class.Init() calls base.Init() to initialize the base class properties.The code example above declares a string attribute with the UxmlStringAttributeDescription class. UI Toolkit supports the following types of attributes and each links a C# type to a UMXL type:
| Attribute | Attribute value | 
|---|---|
| UxmlStringAttributeDescription | A string | 
| UxmlFloatAttributeDescription | A single precision floating point value in the range of the C# floattype. | 
| UxmlDoubleAttributeDescription | A double precision floating point value in the range of the C# doubletype. | 
| UxmlIntAttributeDescription | An integer value in the range of the C# inttype. | 
| UxmlLongAttributeDescription | A long integer value in the range of the C# longtype. | 
| UxmlBoolAttributeDescription | trueorfalse | 
| UxmlColorAttributeDescription | A string that represents a color defined in USS format. | 
| UxmlEnumAttributeDescription<T> | A string that represents one of the values for the EnumtypeT. | 
| UxmlTypeAttributeDescription<T> | A string that represents the assembly-qualified name of the type. | 
In the code example above, the uxmlChildElementsDescription returns an empty IEnumerable which indicates that the StatusBar element doesn’t accept child element descriptions to the XML schema.
To have an element accept children of any type, you must override the uxmlChildElementsDescription property. For example, for the StatusBar element to accept children of any type, you must specify the uxmlChildElementsDescription property as follows:
public override IEnumerable<UxmlChildElementDescription> uxmlChildElementsDescription
{
    get
    {
        yield return new UxmlChildElementDescription(typeof(VisualElement));
    }
}
Once you have defined a new element in C#, you can use the element in your UXML files. To categorize elements, create your class in a namespace. When you define a new namespace, you can define a prefix for the namespace. You must define namespace prefixes as attributes of the root <UXML> element and replace the full namespace name when scoping elements.
To define a namespace prefix, add a UxmlNamespacePrefix attribute to your assembly for each namespace prefix. For example:
[assembly: UxmlNamespacePrefix("My.First.Namespace", "first")]
[assembly: UxmlNamespacePrefix("My.Second.Namespace", "second")]
You can do this at the root level (outside any namespace) of any C# file of the assembly.
The schema generation system does the following:
<UXML> element in newly created UXML files.xsi:schemaLocation attribute.To ensure that your text editor recognizes the new element, select Assets > Update UXML Schema to update the schema definition.
To create a new UXML document with the prefix, select Assets > Create > UI Toolkit > UI Document.