Version: 2021.3+
The example demonstrates how to create bindings among a custom Inspector, a custom Editor, and serialized objects.
This example creates the following:
InspectorElement
.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:
CreateInspectorGUI
InspectorElement
Define a custom Inspector UI class called TankScript
, style it with USS, and set the visual elementsA node of a visual tree that instantiates or derives from the C# VisualElement
class. You can style the look, define the behaviour, and display it on screen as part of the UI. More info
See in Glossary and the binding path in UXML.
In your Project window, create a folder named create-a-binding-inspector
to store all your files.
Create a C# script named TankScript.cs
and replace its content with the following:
using UnityEngine;
[ExecuteInEditMode]
public class TankScript : MonoBehaviour
{
public string tankName = "Tank";
public float tankSize = 1;
private void Update()
{
gameObject.name = tankName;
gameObject.transform.localScale = new Vector3(tankSize, tankSize, tankSize);
}
}
In the create-a-binding-inspector folder, create a folder named Editor
.
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);
}
Create a UXML file named tank_inspector_uxml.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" />
</VisualElement>
</UXML>
Create a C# script to register the custom Inspector for TankScript
. You don’t need to call the Bind()
method as binding in the Inspector window is implicit.
Create a C# script named TankEditor.cs
and replace its contents with the following:
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
[CustomEditor(typeof(TankScript))]
public class TankEditor : Editor
{
[SerializeField]
VisualTreeAsset visualTree;
public override VisualElement CreateInspectorGUI()
{
var uxmlVE = visualTree.CloneTree();
return uxmlVE;
}
}
In the Project window, select TankEditor.cs
.
Drag tank_inspector_uxml.uxml
to Visual Tree in the Inspector.
Drag tank_inspector_styles.uss
to Style Sheet in the Inspector.
TankScript.cs
to Add Component in the Inspector. This generates the Tank Script component in the Inspector.InspectorElement
Create a custom Editor window with two fields that bind to the TankScript
object. Create a C# script that calls the InspectorElement
constructor. The InspectorElement
creates the UI and automatically binds the UI to objects.
Create a C# file named SimpleBindingExampleInspectorElement.cs
and replace its contents with the following:
using UnityEditor;
using UnityEngine;
using UnityEditor.UIElements;
namespace UIToolkitExamples
{
public class SimpleBindingExampleInspectorElement : EditorWindow
{
[MenuItem("Window/UIToolkitExamples/Simple Binding Example Inspector Element")]
public static void ShowDefaultWindow()
{
var wnd = GetWindow<SimpleBindingExampleInspectorElement>();
wnd.titleContent = new GUIContent("Simple Binding with Inspector Element");
}
TankScript m_Tank;
public void OnEnable()
{
m_Tank = FindObjectOfType<TankScript>();
if (m_Tank == null)
return;
var inspector = new InspectorElement(m_Tank);
rootVisualElement.Add(inspector);
}
}
}