Use the Button element to create clickable buttons in a UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary. For example, when a user clicks or taps on a Button element, it triggers an action or event, such as opening a new window, submitting a form, or playing a sound effect.
You can create a Button with UI Builder, UXML, or C#. The following C# example creates a Button with a label:
var button = new Button(() => { Debug.Log("Button clicked"); }) { text = "Click me" };
You can use the text
and the background-image
properties of the Button to provide additional information to the user. You can also add sub-elements in a button’s hierarchy, such as a Label or Image, to provide additional information to the user if you want to have more fine-grained control over the appearance and behavior of those elements.
In general, use sub-elements in the following situations:
Use properties for the following purposes:
The following UXML example creates a Button:
<UXML xmlns="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements">
<Button text="UXML Button" name="the-uxml-button" />
</UXML>
The following C# example illustrates some of the customizable functionalities of the Button:
/// <sample>
// Action to perform when button is pressed.
// Toggles the text on all buttons in 'container'.
Action action = () =>
{
container.Query<Button>().ForEach((button) =>
{
button.text = button.text.EndsWith("Button") ? "Button (Clicked)" : "Button";
});
};
// Get a reference to the Button from UXML and assign it its action.
var uxmlButton = container.Q<Button>("the-uxml-button");
uxmlButton.RegisterCallback<MouseUpEvent>((evt) => action());
// Create a new Button with an action and give it a style class.
var csharpButton = new Button(action) { text = "C# Button" };
csharpButton.AddToClassList("some-styled-button");
container.Add(csharpButton);
/// </sample>
To try this example live in Unity, go to Window > UI Toolkit > Samples.
C# class: Button
Namespace: UnityEngine.UIElements
Base class: TextElement
This element inherits the following attributes from its base class:
Name | Type | Description |
---|---|---|
binding-path |
string |
Path of the target property to be bound. |
display-tooltip-when-elided |
boolean |
When true, a tooltip displays the full version of elided text, and also if a tooltip had been previously provided, it will be overwritten. |
enable-rich-text |
boolean |
When false, rich text tags will not be parsed. |
focusable |
boolean |
True if the element can be focused. |
tabindex |
int |
An integer used to sort focusables in the focus ring. Must be greater than or equal to zero. |
text |
string |
The text to be displayed. Changing this value will implicitly invoke the INotifyValueChanged{T}.value setter, which will raise a ChangeEvent_1 of type string. |
This element also inherits the following attributes from VisualElement
:
Name | Type | Description |
---|---|---|
content-container |
string |
Child elements are added to it, usually this is the same as the element itself. |
name |
string |
The name of this VisualElement. Use this property to write USS selectors that target a specific element. The standard practice is to give an element a unique name. |
picking-mode |
UIElements.PickingMode |
Determines if this element can be pick during mouseEvents or IPanel.Pick queries. |
style |
string |
Reference to the style object of this element. Contains data computed from USS files or inline styles written to this object in C#. |
tooltip |
string |
Text to display inside an information box after the user hovers the element for a small amount of time. |
usage-hints |
UIElements.UsageHints |
A combination of hint values that specify high-level intended usage patterns for the VisualElement . This property can only be set when the VisualElement is not yet part of a Panel . Once part of a Panel , this property becomes effectively read-only, and attempts to change it will throw an exception. The specification of proper UsageHints drives the system to make better decisions on how to process or accelerate certain operations based on the anticipated usage pattern. Note that those hints do not affect behavioral or visual results, but only affect the overall performance of the panel and the elements within. It’s advised to always consider specifying the proper UsageHints , but keep in mind that some UsageHints might be internally ignored under certain conditions (e.g. due to hardware limitations on the target platform). |
view-data-key |
string |
Used for view data persistence (ie. tree expanded states, scroll position, zoom level). This is the key used to save/load the view data from the view data store. Not setting this key will disable persistence for this VisualElement . |
The following table lists all the C# public property names and their related USS selector.
C# property | USS selector | Description |
---|---|---|
ussClassName |
.unity-button |
USS class name of elements of this type. Unity adds this USS class to every instance of the Button element. Any styling applied to this class affects every button located beside, or below the stylesheet in the visual tree. |
ussClassName |
.unity-text-element |
USS class name of elements of this type. |
disabledUssClassName |
.unity-disabled |
USS class name of local disabled elements. |
You can also use the Matching Selectors section in the Inspector or the UI Toolkit Debugger to see which USS selectors affect the components of the VisualElement
at every level of its hierarchy.