You can create a UXML file as a template and reuse it in other UXML files.
When you design a large user interface, you can create template UXML files that define parts of the UI, and use the <Template> and <Instance> elements to import it into another UXML file.
For example, if you have a portrait UI element that has an image, a name, and a label, you can create a UXML template file as Assets/Portrait.uxml with the following content:
<ui:UXML ...>
<ui:VisualElement class="portrait">
<ui:Image name="portaitImage" style="--unity-image: url(\"a.png\")"/>
<ui:Label name="nameLabel" text="Name"/>
<ui:Label name="levelLabel" text="42"/>
</ui:VisualElement>
</ui:UXML>
You can then reuse the Portrait template like this:
<ui:UXML ...>
<ui:Template src="/Assets/Portrait.uxml" name="Portrait"/>
<ui:VisualElement name="players">
<ui:Instance template="Portrait" name="player1"/>
<ui:Instance template="Portrait" name="player2"/>
</ui:VisualElement>
</ui:UXML>
When you create instances of a UXML template, you can override the default attribute values of its elements. Attribute overrides allow you to instantiate the same template many times with different values for each instance.
You can override attributes with the UXML tag. To override an attribute, specify the following:
element-name attribute of the element whose attributes you want to overrideFor example, if you want to display the same set of information for each player in your game, you can create a UXML template, and use attribute overrides to create player-specific instances.
First, create a template, such as MyTemplate.uxml, with the following content:
<UXML xmlns="Unityui.UIElements">
<Label name="player-name-label" text="default name" />
<Label name="player-score-label" text="default score" />
</UXML>
Then, instance it from another UXML file and override its attributes to display each player’s name and score:
<UXML xmlns="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements">
<Template src="MyTemplate.uxml" name="MyTemplate" />
<Instance name="player1" template="MyTemplate">
<!-- Alice is the new value of the text attribute for the player-name-label -->
<AttributeOverrides element-name="player-name-label" text="Alice" />
<!-- 2 is the new value of the text attribute for the player-score-label -->
<AttributeOverrides element-name="player-score-label" text="2" />
</Instance>
<Instance name="player2" template="MyTemplate">
<!-- Bob is the new value of the text attribute for the player-name-label -->
<AttributeOverrides element-name="player-name-label" text="Bob" />
<!-- 1 is the new value of the text attribute for the player-score-label -->
<AttributeOverrides element-name="player-score-label" text="1" />
</Instance>
</UXML>
오버라이드당 두 개 이상의 속성을 지정할 수 있습니다. 예를 들어 다음 구문은 player-name-label이라는 인스턴스에서 요소를 찾아 다음을 수행합니다.
text 속성의 기본값을 새로운 값 Alice로 오버라이드합니다.tooltip 속성의 기본값을 새로운 값 Tooltip 1로 오버라이드합니다.<AttributeOverrides element-name="player-name-label" text="Alice" tooltip="Tooltip 1" />
속성 오버라이드는 요소 계층 구조에서 중첩된 템플릿을 통해 전파됩니다. 예를 들어 템플릿 A는 템플릿 B를 인스턴스화하고, 템플릿 B는 템플릿 C를 인스턴스화하는 경우 템플릿 A와 템플릿 B는 둘 다 템플릿 C의 속성을 오버라이드할 수 있습니다.
When you override attributes in nested templates, the deepest override takes precedence. In the example above, if template A and template B both override the same attribute of template C, the override in template B determines what actually appears in the rendered UI.
If you’re creating instances of a UXML template, and an element in the template has an inline style defined with the style attribute, you can’t use AttributeOverrides to override that style attribute. However, you can use USS selectors in a USS style sheet to override the styling of your template instances.
For example, if you have the following UXML template called Hotkeys.uxml that defines a #Container with two labels, and the #Container has an inline style that defines the flex row direction:
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" editor-extension-mode="False">
<ui:VisualElement name="Container" style="flex-direction: row;">
<ui:Label text="E" name="Hotkeys" />
<ui:Label text="Talk" name="Action" />
</ui:VisualElement>
</ui:UXML>
If you want to create two template instances with the second having a reversed flex row direction, you can’t use AttributeOverides to override the style attribute of the #Container element in your second instance.
To override the style, do the following:
#Container in the above UXML template (Hotkeys.uxml).HotkeysXML and ReversedHotkeysXML.ContextHotkeys.uss, to your UXML instance file.<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements">
<ui:Template name="HotkeysXML" src="HotkeysXML.uxml"/>
<Style src="ContextHotKeys.uss"/>
<ui:Instance template="HotkeysXML" name="HotkeysXML" />
<ui:Instance template="HotkeysXML" name="ReversedHotkeysXML" />
</ui:UXML>
You can then create ContextHotkeys.uss to change the #Container style according to the template instance name:
#ReversedHotkeysXML > #Container {
flex-direction: row-reverse;
}
#HotkeysXML > #Container {
flex-direction: row;
}
Attribute overrides have the following limitations:
binding-path attribute, data binding doesn’t work with attribute overrides.class, name, or style attributes.You can use the content-container attribute of a visual element to specify where to nest child elements in a UXML template. For example, if you have the following UXML template file as Assets/MyTemplate.uxml:
<ui:UXML xmlns:ui="UnityEngine.UIElements" ...>
<ui:Label text="Group Title" name="groupTitle" />
<ui:VisualElement name="group-container" content-container="anyValue">
<!--Add child elements here -->
</ui:VisualElement>
<ui:VisualElement />
</ui:UXML>
You can then apply the template with nested child elements as this:
<ui:UXML xmlns:ui="UnityEngine.UIElements" ...>
<ui:Template path="Assets/MyTemplate.uxml" name="my-template"/>
<ui:Instance template="my-template">
<ui:Label text="Test"/> <!--This label element is instantiated inside the `group-container` element-->
</ui:Instance>
</ui:UXML>
Note: You can provide any value to the content-container attribute.