Version: 2023.2+
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.
ExampleField to store your files.ExampleField folder, create a C# script named ExampleField.cs and replace its content with the following:ExampleField folder, create a UI Document named ExampleField.uxml.ExampleField.uxml in a text editor and replace its contents with the following: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.ExampleField folder, create a C# script named ExampleFieldComponent.cs and replace its contents with the following:ExampleField folder, create a folder named Editor.Editor folder, create a C# script named ExampleFieldCustomEditor.cs and replace its contents with the following:ExampleFieldCustomEditor.cs in the Project window.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.