Version: 2021.3+
Drag-and-drop is a common feature in UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary design. You can use UI Toolkit to create a drag-and-drop UI inside a custom Editor window or inside an application built by Unity. This example demonstrates how to create a drag-and-drop UI inside a custom Editor window.
The example adds several slots and one object in a custom Editor window. You can drag the object into any slot, as shown below:
You can find the completed files that this example creates in this GitHub repository.
This is an advanced example for developers familiar with Unity Editor, UI Toolkit, and C# scripting. You are recommended to have a basic understanding of the following concepts:
To start, create a custom Editor window to hold your drag-and-drop UI.
Assets
called DragAndDrop
to store all your files.DragAndDrop
folder, right-click and select Create > UI Toolkit > Editor Window.DragAndDropWindow
.DragAndDropWindow.cs
and change the menu name and window title to Drag And Drop
, and remove the code for the default labels, to make the UI more user friendly.Your finished DragAndDropWindow.cs
should look like the following:
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
using UnityEditor.UIElements;
public class DragAndDropWindow : EditorWindow
{
[MenuItem("Window/UI Toolkit/Drag And Drop")]
public static void ShowExample()
{
DragAndDropWindow wnd = GetWindow<DragAndDropWindow>();
wnd.titleContent = new GUIContent("Drag And Drop");
}
public void CreateGUI()
{
// Each editor window contains a root VisualElement object
VisualElement root = rootVisualElement;
// Import UXML
var visualTree = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>("Assets/Drag and Drop/DragAndDropWindow.uxml");
VisualElement labelFromUXML = visualTree.Instantiate();
root.Add(labelFromUXML);
// A stylesheet can be added to a VisualElement.
// The style will be applied to the VisualElement and all of its children.
var styleSheet = AssetDatabase.LoadAssetAtPath<StyleSheet>("Assets/Drag and Drop/DragAndDropWindow.uss");
}
}
Next, add UI controls to your custom window.
In the DragAndDrop
folder, double-click DragAndDropWindow.uxml
to open the UI Builder.
In StyleSheet, click Add Existing USS and select DragAndDropWindow.uss
.
Add the following VisualElement
UI controls:
slots
with two children named slot_row1
and slot_row2
. Each row should have two children named slot1
and slot2
.object
at the same level as slots
. object
must come after slots
in the Hierarchy.Style the UI controls as the following:
slot1
and slot2
, style them as 80px X 80px squares with white background color and rounded corners. Line up the slots as two rows with two slots in each row.object
, style it as a 50px X 50px round spot with a black background color.Tip: To make your project more fun, you can use a background image for the object. You can find the image (Pouch.png) in the GitHub repository.
For instructions on how to add and style UI controls, see UI Builder.
Your finished DragAndDropWindow.uxml
should look like the following:
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../../UIElementsSchema/UIElements.xsd" editor-extension-mode="False">
<Style src="project://database/Assets/DragAndDrop/DragAndDropWindow.uss?fileID=7433441132597879392&guid=3d86870c8637c4a3c979a8b4fe0cba4c&type=3#DragAndDrop" />
<ui:VisualElement name="slots">
<ui:VisualElement name="slot_row1" class="slot_row">
<ui:VisualElement name="slot1" class="slot" />
<ui:VisualElement name="slot2" class="slot" />
</ui:VisualElement>
<ui:VisualElement name="slot_row2" class="slot_row">
<ui:VisualElement name="slot1" class="slot" />
<ui:VisualElement name="slot2" class="slot" />
</ui:VisualElement>
</ui:VisualElement>
<ui:VisualElement name="object" class="object" />
</ui:UXML>
Your finished DragAndDropWindow.uss
should look like the following:
.slot {
width: 80px;
height: 80px;
margin: 5px;
background-color: rgb(255, 255, 255);
border-top-radius: 10px;
}
.slot_row {
flex-direction: row;
}
.object {
width: 50px;
height: 50px;
position: absolute;
left: 10px;
top: 10px;
border-radius: 30px;
background-color: rgb(0, 0, 0);
}
To define the drag-and-drop behavior, extend the PointerManipulator
class and define the logic.
In the DragAndDrop
folder, create another C# file called DragAndDropManipulator.cs
.
Open DragAndDropManipulator.cs
.
Add the using UnityEngine.UIElements;
declaration.
Make the DragAndDropManipulator
class extend PointerManipulator
rather than MonoBehaviour
, and do the following:
RegisterCallbacksOnTarget()
to register all necessary callbacksUnregisterCallbacksOnTarget()
to un-register those callbackstarget
and store a reference to the root of the visual treeWrite four methods that act as callbacks for PointerDownEvent
s, PointerMoveEvent
s, PointerUpEvent
s, and PointerCaptureOutEvent
s:
PointerDownHandler()
: Stores the starting position of target
and the pointer, makes target
capture the pointer, and denotes that a drag is now in progress.PointerMoveHandler()
: Checks whether a drag is in progress and whether target
has captured the pointer. If both are true, calculates a new position for target
within the bounds of the window.PointerUpHandler()
: Checks whether a drag is in progress and whether target
has captured the pointer. If both are true, makes target
release the pointer.PointerCaptureOutHandler()
: Checks whether a drag is in progress. If true, queries the root of the visual tree to find all slots, decides which slot is the closest one that overlaps target
, and sets the position of target
so that it rests on top of that slot. Sets the position of target
back to its original position if there is no overlapping slot.In RegisterCallbacksOnTarget()
, register these four callbacks on target
.
In UnregisterCallbacksOnTarget()
, un-register these four callbacks from target
.
Your finished DragAndDropManipulator.cs
should look like the following:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
public class DragAndDropManipulator : PointerManipulator
{
public DragAndDropManipulator(VisualElement target)
{
this.target = target;
root = target.parent;
}
protected override void RegisterCallbacksOnTarget()
{
target.RegisterCallback<PointerDownEvent>(PointerDownHandler);
target.RegisterCallback<PointerMoveEvent>(PointerMoveHandler);
target.RegisterCallback<PointerUpEvent>(PointerUpHandler);
target.RegisterCallback<PointerCaptureOutEvent>(PointerCaptureOutHandler);
}
protected override void UnregisterCallbacksFromTarget()
{
target.UnregisterCallback<PointerDownEvent>(PointerDownHandler);
target.UnregisterCallback<PointerMoveEvent>(PointerMoveHandler);
target.UnregisterCallback<PointerUpEvent>(PointerUpHandler);
target.UnregisterCallback<PointerCaptureOutEvent>(PointerCaptureOutHandler);
}
private Vector2 targetStartPosition { get; set; }
private Vector3 pointerStartPosition { get; set; }
private bool enabled { get; set; }
private VisualElement root { get; }
private void PointerDownHandler(PointerDownEvent evt)
{
targetStartPosition = target.transform.position;
pointerStartPosition = evt.position;
target.CapturePointer(evt.pointerId);
enabled = true;
}
private void PointerMoveHandler(PointerMoveEvent evt)
{
if (enabled && target.HasPointerCapture(evt.pointerId))
{
Vector3 pointerDelta = evt.position - pointerStartPosition;
target.transform.position = new Vector2(
Mathf.Clamp(targetStartPosition.x + pointerDelta.x, 0, target.panel.visualTree.worldBound.width),
Mathf.Clamp(targetStartPosition.y + pointerDelta.y, 0, target.panel.visualTree.worldBound.height));
}
}
private void PointerUpHandler(PointerUpEvent evt)
{
if (enabled && target.HasPointerCapture(evt.pointerId))
{
target.ReleasePointer(evt.pointerId);
}
}
private void PointerCaptureOutHandler(PointerCaptureOutEvent evt)
{
if (enabled)
{
VisualElement slotsContainer = root.Q<VisualElement>("slots");
UQueryBuilder<VisualElement> allSlots =
slotsContainer.Query<VisualElement>(className: "slot");
UQueryBuilder<VisualElement> overlappingSlots =
allSlots.Where(OverlapsTarget);
VisualElement closestOverlappingSlot =
FindClosestSlot(overlappingSlots);
Vector3 closestPos = Vector3.zero;
if (closestOverlappingSlot != null)
{
closestPos = RootSpaceOfSlot(closestOverlappingSlot);
closestPos = new Vector2(closestPos.x - 5, closestPos.y - 5);
}
target.transform.position =
closestOverlappingSlot != null ?
closestPos :
targetStartPosition;
enabled = false;
}
}
private bool OverlapsTarget(VisualElement slot)
{
return target.worldBound.Overlaps(slot.worldBound);
}
private VisualElement FindClosestSlot(UQueryBuilder<VisualElement> slots)
{
List<VisualElement> slotsList = slots.ToList();
float bestDistanceSq = float.MaxValue;
VisualElement closest = null;
foreach (VisualElement slot in slotsList)
{
Vector3 displacement =
RootSpaceOfSlot(slot) - target.transform.position;
float distanceSq = displacement.sqrMagnitude;
if (distanceSq < bestDistanceSq)
{
bestDistanceSq = distanceSq;
closest = slot;
}
}
return closest;
}
private Vector3 RootSpaceOfSlot(VisualElement slot)
{
Vector2 slotWorldSpace = slot.parent.LocalToWorld(slot.layout.position);
return root.WorldToLocal(slotWorldSpace);
}
}
To enable drag-and-drop in the custom window, instantiate it when the window opens.
In DragAndDropWindow.cs
, add the following to the CreateGUI()
method to instantiate the DragAndDropManipulator
class:
DragAndDropManipulator manipulator =
new(rootVisualElement.Q<VisualElement>("object"));
From the menu bar, select Window > UI Toolkit > Drag And Drop. In the opened custom Editor window, you can drag the object into any slot.