When using USS, you can specify values for built-in VisualElement
properties or for custom properties in your UI(User Interface) Allows a user to interact with your application. More info
See in Glossary code.
In addition of reading their values from USS files, built-in property values can be assigned to in C#, using the C# properties of VisualElement
. Values assigned in C# override values from a Unity style sheet (USS).
You can extend USS with custom properties. Custom USS Properties require the --
prefix.
This section lists the supported types.
UI Toolkit supports pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary (px
) and percentages (%
) as units of measurement for length. Pixel values are absolute, while percentages are usually relative to the element’s parent.
Examples:
width:200px;
expresses a width of 200 pixels.width:50%;
expresses a width of half of the parent element’s width.It is important to specify the unit of measurement. If you do not specify a unit of measurement, UI Toolkit assumes that the property value is expressed in pixels.
Note: 0
is a special value that doesn’t require a unit of measurement.
Numeric values are expressed as either floating points or integer literals. For example, flex:1.0
.
Specific keywords are supported for some built-in properties. Keywords provide a descriptive name instead of a number. For example: position:absolute
. All properties support the initial
global keyword which resets a property to its default value. See supported properties for a list of keywords.
UI Toolkit supports the following literal color values and functions:
#FFFF00
(rgba one byte per channel), #0F0
(rgb)rgb(255, 255, 0)
rgba(255, 255, 0, 1.0)
blue
, transparent
You can reference Assets with either the resource()
or url()
functions. For example, specify background-image: resource("Images/img.png")
to specify the img.png
in the Images
directory as the background image. Referenced Assets are resolved during import.
The resource()
function accepts files located under either the Resources
folder or the Editor Default Resources
folder, with the following caveats:
Resources
folder, do not include the file extension. For example: background-image: resource("Images/my-image")
.Editor Default Resources
, you must include the file extension. For example: background-image: resource("Images/default-image.png")
.Additionally, when loading Textures, the resource()
offers a convienient way to deal with High DPI/Retina screens. If a Texture with an identical file name and a @2x
suffix exists at the same location, Unity loads it automatically depending on the screen DPI.
For example, if you use resource("myimage")
in USS, Unity loads either Resources/myimage.png or Resources/myimage@2x.png.
The url()
function expects the file path to be relative to either the project root or the folder containing the USS file. You must include the file extension. In the following examples, the USS file is located at Assets\Editor\USS and the thumb.png background image is located at Assets\Editor\Resources:
url("../Resources/thumb.png");
url("/Assets/Editor/Resources/thumb.png");
or url("project:/Assets/Editor/Resources/thumb.png");
or url("project:///Assets/Editor/Resources/thumb.png");
For example: background-image: url("Images/my-image.png")
.Use quotes to specify a string value. For example: --my-property: "foo"
.