Learn Editor data binding from examples.
| Topics | 描述 | 
|---|---|
| Bind with binding path in C# script | Use bindingPathto 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-pathattribute 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 | 
|---|---|
| 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. |