Version: 2021.3+
This example demonstrates how to create a bindable custom control in a custom Editor window.
This example creates a custom control bound to a property with the double data type. You can adapt this example to bind to properties with other data types such as a string or an integer.
You can find the completed files that this example creates in this GitHub repository.
This guide is for developers familiar with the Unity Editor, UI Toolkit, and C# scripting. Before you start, get familiar with the following:
Create a C# class to define the custom control.
Create a Unity project with any template.
Create a folder named ExampleField
to store your files.
In the ExampleField
folder, create a C# script named ExampleField.cs
and replace its content with the following:
using UnityEngine.UIElements;
namespace UIToolkitExamples
{
// ExampleField inherits from BaseField with the double type. Therefoe, the ExampleField's underlying value is a double.
public class ExampleField : BaseField<double>
{
// We can provide the existing BaseFieldTraits class as a type parameter for UxmlFactory, and this means we
// don't need to define our own traits class or override its Init() method. We do, however, need to provide it
// However, you must provide the value type (double) and its attribute description type:
// (UxmlDoubleAttributeDescription).
public new class UxmlFactory :
UxmlFactory<ExampleField, BaseFieldTraits<double, UxmlDoubleAttributeDescription>> { }
Label m_Input;
// Default constructor is required for compatibility with UXML factory
public ExampleField() : this(null)
{
}
// Main constructor accepts label parameter to mimic BaseField constructor.
// Second argument to base constructor is the input element, the one that displays the value this field is
// bound to.
public ExampleField(string label) : base(label, new Label() { })
{
// This is the input element instantiated for the base constructor.
m_Input = this.Q<Label>(className: inputUssClassName);
}
// SetValueWithoutNotify needs to be overridden by calling the base version and then making a change to the
// underlying value be reflected in the input element.
public override void SetValueWithoutNotify(double newValue)
{
base.SetValueWithoutNotify(newValue);
m_Input.text = value.ToString("N");
}
}
}
In the ExampleField
folder, create a UI Document named ExampleField.uxml
.
Open ExampleField.uxml
in a text editor and replace its contents with the following:
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:example="UIToolkitExamples">
<example:ExampleField label="Binding Target" binding-path="m_Value" />
</ui:UXML>
In Unity, double-click ExampleField.uxml
to open it in the UI Builder. The ExampleField displays in the Hierarchy window and is visualized in the Viewport. If you select the ExampleField in the Hierarchy window, the Inspector window shows the values assigned to the Binding Path and Label boxes.
In the ExampleField
folder, create a C# script named ExampleFieldComponent.cs
and replace its contents with the following:
using UnityEngine;
namespace UIToolkitExamples
{
public class ExampleFieldComponent : MonoBehaviour
{
[SerializeField]
double m_Value;
}
}
In the ExampleField
folder, create a folder named Editor
.
In the Editor
folder, create a C# script named ExampleFieldCustomEditor.cs
and replace its contents with the following:
using UnityEditor;
using UnityEngine.UIElements;
using UnityEngine;
namespace UIToolkitExamples
{
[CustomEditor(typeof(ExampleFieldComponent))]
public class ExampleFieldCustomEditor : Editor
{
[SerializeField]
VisualTreeAsset m_Uxml;
public override VisualElement CreateInspectorGUI()
{
var parent = new VisualElement();
m_Uxml?.CloneTree(parent);
return parent;
}
}
}
In Unity, select ExampleFieldCustomEditor.cs
in the Project window.
Drag ExampleField.uxml
into the Uxml box in the Inspector window.
ExampleFieldComponent
component to the GameObject. The custom control appears in the Inspector with the default value of 0
for the Binding Target. If you change the value of the underlying double property, the UI reflects that change.