Version: 2022.1
Receive callbacks when any bound properties change
Bind to a list without ListView

Bind to a list with ListView

Version: 2021.3+

The ListView control is the most efficient way to create lists. To bind to a list with ListView, set the binding path of the ListView to the name of the property that contains the list.

This example demonstrates how to bind to a list with ListView.

Example overview

The example creates a list of toggles and binds the list to an underlying list of GameSwitch objects.

You can find the completed files that this example creates in this GitHub repository.

Prerequisites

This guide is for developers familiar with the Unity Editor, UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary
Toolkit, and C# scripting. You are recommended to have a basic understanding of the following:

  • Visual TreeAn object graph, made of lightweight nodes, that holds all the elements in a window or panel. It defines every UI you build with the UI Toolkit.
    See in Glossary
  • UXML
  • USS
  • ListView

Create an object with a list

Create a GameSwitch object and a serialized object that has a list of GameSwitch objects as a property.

  1. Create a Unity project with any template.

  2. In your Project windowA window that shows the contents of your Assets folder (Project tab) More info
    See in Glossary
    , create a folder named bind-to-list to store all your files.

  3. Create a C# script named GameSwitch.cs and replace its content with the following:

    using System;
    
    [Serializable]
    public struct GameSwitch
    {
        public string name;
        public bool enabled;
    }
    
  4. Create a UI Document named game_switch.uxml and replace its contents with the following:

    <UXML xmlns="UnityEngine.UIElements" xmlns:ue="UnityEditor.UIElements">
        <Box style="flex-direction: row;">
            <Toggle binding-path="enabled" />
            <TextField binding-path="name" readonly="true" style="flex-grow: 1;"/>
        </Box>
    </UXML>
    
  5. Create a C# script named GameSwitchListAsset.cs and replace its contents with the following:

    using System.Collections.Generic;
    using UnityEngine;
    
    namespace UIToolkitExamples
    {
        [CreateAssetMenu(menuName = "UIToolkitExamples/GameSwitchList")]
        public class GameSwitchListAsset : ScriptableObject
        {
            public List<GameSwitch> switches;
    
            public void Reset()
            {
                switches = new()
                {
                    new() { name = "Use Local Server", enabled = false },
                    new() { name = "Show Debug Menu", enabled = false },
                    new() { name = "Show FPS Counter", enabled = true },
                };
            }
    
            public bool IsSwitchEnabled(string switchName) => switches.Find(s => s.name == switchName).enabled;
        }
    }
    

Create a custom Editor and set the binding

Create a custom Editor that can create an asset with a list of toggles. Bind the toggle list to the GameSwitch list by setting the binding-path attribute of the UI Document to the property name of the GameSwitch list, which is switches.

  1. Create a folder named Editor.

  2. In the Editor folder, create a C# script named GameSwitchListEditor.cs and replace its contents with the following:

    using UnityEditor;
    using UnityEngine;
    using UnityEngine.UIElements;
    
    namespace UIToolkitExamples
    {
        [CustomEditor(typeof(GameSwitchListAsset))]
        public class GameSwitchListEditor : Editor
        {
            [SerializeField]
            VisualTreeAsset m_ItemAsset;
    
            [SerializeField]
            VisualTreeAsset m_EditorAsset;
    
            public override VisualElement CreateInspectorGUI()
            {
                var root = m_EditorAsset.CloneTree();
                var listView = root.Q<ListView>();
                listView.makeItem = m_ItemAsset.CloneTree;
                return root;
            }
        }
    }
    
  3. Create a UI Document named game_switch_list_editor.uxml and replace its contents with the following:

    <UXML xmlns="UnityEngine.UIElements" xmlns:ue="UnityEditor.UIElements">
        <ListView virtualization-method="DynamicHeight"
                  reorder-mode="Animated"
                  binding-path="switches"
                  show-add-remove-footer="true"
                  show-border="true"
                  show-foldout-header="true"
                  header-title="Switches"
        />
    </UXML>
    
  4. In the Project window, select GameSwitchListEditor.cs.

  5. Drag game_switch.uxml to Item Asset in the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
    See in Glossary
    .

  6. Drag game_switch_list_editor.uxml to Editor Asset in the Inspector.

Test the binding

  1. From the menu, select Assets > Create > UIToolkitExamples > GameSwitchList. This creates an asset named New Game Switch List Asset.
  2. In the Project window, select New Game Switch List Asset. This shows a list of toggles in the Inspector. You can reorder the list, collapse it, add entries to or remove entries from the list, and change the number of entries in the list. If you make changes in the Inspector UI, the switches property of the GameSwitchListAsset object changes.

Additional resources

Receive callbacks when any bound properties change
Bind to a list without ListView