Version: 2021.2+
This example demonstrates how to create a custom control that displays a floating point number between 0 and 100. You can use it to display progress, as an alternative to a loading bar.
This example creates a RadialProgress element. It displays a progress value in a partially filled ring around a label that displays the percentage. It supports a value between 0 and 100, which determines how much of the ring is filled.
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(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 concepts:
Create a C# script to define a RadialProgress
visual elementA node of a visual tree that instantiates or derives from the C# VisualElement
class. You can style the look, define the behaviour, and display it on screen as part of the UI. More info
See in Glossary, and a C# script to define the custom meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
See in Glossary. Style the visual element with a USS file.
Create a Unity project with any template.
Create a folder named radial-progress
to store your files.
In the RadialProgress
folder, create a C# scrip named RadialProgress.cs
and replace its contents with the following:
using Unity.Collections;
using UnityEngine;
using UnityEngine.UIElements;
namespace MyUILibrary
{
// An element that displays progress inside a partially filled circle
public class RadialProgress : VisualElement
{
public new class UxmlTraits : VisualElement.UxmlTraits
{
// The progress property is exposed to UXML.
UxmlFloatAttributeDescription m_ProgressAttribute = new UxmlFloatAttributeDescription()
{
name = "progress"
};
// The Init method is used to assign to the C# progress property from the value of the progress UXML
// attribute.
public override void Init(VisualElement ve, IUxmlAttributes bag, CreationContext cc)
{
base.Init(ve, bag, cc);
(ve as RadialProgress).progress = m_ProgressAttribute.GetValueFromBag(bag, cc);
}
}
// A Factory class is needed to expose this control to UXML.
public new class UxmlFactory : UxmlFactory<RadialProgress, UxmlTraits> { }
// These are USS class names for the control overall and the label.
public static readonly string ussClassName = "radial-progress";
public static readonly string ussLabelClassName = "radial-progress__label";
// These objects allow C# code to access custom USS properties.
static CustomStyleProperty<Color> s_TrackColor = new CustomStyleProperty<Color>("--track-color");
static CustomStyleProperty<Color> s_ProgressColor = new CustomStyleProperty<Color>("--progress-color");
// These are the meshes this control uses.
EllipseMesh m_TrackMesh;
EllipseMesh m_ProgressMesh;
// This is the label that displays the percentage.
Label m_Label;
// This is the number of outer vertices to generate the circle.
const int k_NumSteps = 200;
// This is the number that the Label displays as a percentage.
float m_Progress;
/// <summary>
/// A value between 0 and 100
/// </summary>
public float progress
{
// The progress property is exposed in C#.
get => m_Progress;
set
{
// Whenever the progress property changes, MarkDirtyRepaint() is named. This causes a call to the
// generateVisualContents callback.
m_Progress = value;
m_Label.text = Mathf.Clamp(Mathf.Round(value), 0, 100) + "%";
MarkDirtyRepaint();
}
}
// This default constructor is RadialProgress's only constructor.
public RadialProgress()
{
// Create a Label, add a USS class name, and add it to this visual tree.
m_Label = new Label();
m_Label.AddToClassList(ussLabelClassName);
Add(m_Label);
// Create meshes for the track and the progress.
m_ProgressMesh = new EllipseMesh(k_NumSteps);
m_TrackMesh = new EllipseMesh(k_NumSteps);
// Add the USS class name for the overall control.
AddToClassList(ussClassName);
// Register a callback after custom style resolution.
RegisterCallback<CustomStyleResolvedEvent>(evt => CustomStylesResolved(evt));
// Register a callback to generate the visual content of the control.
generateVisualContent += context => GenerateVisualContent(context);
progress = 0.0f;
}
static void CustomStylesResolved(CustomStyleResolvedEvent evt)
{
RadialProgress element = (RadialProgress)evt.currentTarget;
element.UpdateCustomStyles();
}
// After the custom colors are resolved, this method uses them to color the meshes and (if necessary) repaint
// the control.
void UpdateCustomStyles()
{
if (customStyle.TryGetValue(s_ProgressColor, out var progressColor))
{
m_ProgressMesh.color = progressColor;
}
if (customStyle.TryGetValue(s_TrackColor, out var trackColor))
{
m_TrackMesh.color = trackColor;
}
if (m_ProgressMesh.isDirty || m_TrackMesh.isDirty)
MarkDirtyRepaint();
}
// The GenerateVisualContent() callback method calls DrawMeshes().
static void GenerateVisualContent(MeshGenerationContext context)
{
RadialProgress element = (RadialProgress)context.visualElement;
element.DrawMeshes(context);
}
// DrawMeshes() uses the EllipseMesh utility class to generate an array of vertices and indices, for both the
// "track" ring (in grey) and the progress ring (in green). It then passes the geometry to the MeshWriteData
// object, as returned by the MeshGenerationContext.Allocate() method. For the "progress" mesh, only a slice of
// the index arrays is used to progressively reveal parts of the mesh.
void DrawMeshes(MeshGenerationContext context)
{
float halfWidth = contentRect.width * 0.5f;
float halfHeight = contentRect.height * 0.5f;
if (halfWidth < 2.0f || halfHeight < 2.0f)
return;
m_ProgressMesh.width = halfWidth;
m_ProgressMesh.height = halfHeight;
m_ProgressMesh.borderSize = 10;
m_ProgressMesh.UpdateMesh();
m_TrackMesh.width = halfWidth;
m_TrackMesh.height = halfHeight;
m_TrackMesh.borderSize = 10;
m_TrackMesh.UpdateMesh();
// Draw track mesh first
var trackMeshWriteData = context.Allocate(m_TrackMesh.vertices.Length, m_TrackMesh.indices.Length);
trackMeshWriteData.SetAllVertices(m_TrackMesh.vertices);
trackMeshWriteData.SetAllIndices(m_TrackMesh.indices);
// Keep progress between 0 and 100
float clampedProgress = Mathf.Clamp(m_Progress, 0.0f, 100.0f);
// Determine how many triangles are used to depending on progress, to achieve a partially filled circle
int sliceSize = Mathf.FloorToInt((k_NumSteps * clampedProgress) / 100.0f);
if (sliceSize == 0)
return;
// Every step is 6 indices in the corresponding array
sliceSize *= 6;
var progressMeshWriteData = context.Allocate(m_ProgressMesh.vertices.Length, sliceSize);
progressMeshWriteData.SetAllVertices(m_ProgressMesh.vertices);
var tempIndicesArray = new NativeArray<ushort>(m_ProgressMesh.indices, Allocator.Temp);
progressMeshWriteData.SetAllIndices(tempIndicesArray.Slice(0, sliceSize));
tempIndicesArray.Dispose();
}
}
}
Create a C# script named EllipseMesh.cs
and replace its contents with the following:
using UnityEngine;
using UnityEngine.UIElements;
namespace MyUILibrary
{
public class EllipseMesh
{
int m_NumSteps;
float m_Width;
float m_Height;
Color m_Color;
float m_BorderSize;
bool m_IsDirty;
public Vertex[] vertices { get; private set; }
public ushort[] indices { get; private set; }
public EllipseMesh(int numSteps)
{
m_NumSteps = numSteps;
m_IsDirty = true;
}
public void UpdateMesh()
{
if (!m_IsDirty)
return;
int numVertices = numSteps * 2;
int numIndices = numVertices * 6;
if (vertices == null || vertices.Length != numVertices)
vertices = new Vertex[numVertices];
if (indices == null || indices.Length != numIndices)
indices = new ushort[numIndices];
float stepSize = 360.0f / (float)numSteps;
float angle = -180.0f;
for (int i = 0; i < numSteps; ++i)
{
angle -= stepSize;
float radians = Mathf.Deg2Rad * angle;
float outerX = Mathf.Sin(radians) * width;
float outerY = Mathf.Cos(radians) * height;
Vertex outerVertex = new Vertex();
outerVertex.position = new Vector3(width + outerX, height + outerY, Vertex.nearZ);
outerVertex.tint = color;
vertices[i * 2] = outerVertex;
float innerX = Mathf.Sin(radians) * (width - borderSize);
float innerY = Mathf.Cos(radians) * (height - borderSize);
Vertex innerVertex = new Vertex();
innerVertex.position = new Vector3(width + innerX, height + innerY, Vertex.nearZ);
innerVertex.tint = color;
vertices[i * 2 + 1] = innerVertex;
indices[i * 6] = (ushort)((i == 0) ? vertices.Length - 2 : (i - 1) * 2); // previous outer vertex
indices[i * 6 + 1] = (ushort)(i * 2); // current outer vertex
indices[i * 6 + 2] = (ushort)(i * 2 + 1); // current inner vertex
indices[i * 6 + 3] = (ushort)((i == 0) ? vertices.Length - 2 : (i - 1) * 2); // previous outer vertex
indices[i * 6 + 4] = (ushort)(i * 2 + 1); // current inner vertex
indices[i * 6 + 5] = (ushort)((i == 0) ? vertices.Length - 1 : (i - 1) * 2 + 1); // previous inner vertex
}
m_IsDirty = false;
}
public bool isDirty => m_IsDirty;
void CompareAndWrite(ref float field, float newValue)
{
if (Mathf.Abs(field - newValue) > float.Epsilon)
{
m_IsDirty = true;
field = newValue;
}
}
public int numSteps
{
get => m_NumSteps;
set
{
m_IsDirty = value != m_NumSteps;
m_NumSteps = value;
}
}
public float width
{
get => m_Width;
set => CompareAndWrite(ref m_Width, value);
}
public float height
{
get => m_Height;
set => CompareAndWrite(ref m_Height, value);
}
public Color color
{
get => m_Color;
set
{
m_IsDirty = value != m_Color;
m_Color = value;
}
}
public float borderSize
{
get => m_BorderSize;
set => CompareAndWrite(ref m_BorderSize, value);
}
}
}
Create a USS file named RadialProgress.uss
and replace its contents with the following:
.radial-progress {
min-width: 26px;
min-height: 20px;
--track-color: rgb(130, 130, 130);
--progress-color: rgb(46, 132, 24);
--percentage-color: white;
margin-left: 5px;
margin-right: 5px;
margin-top: 5px;
margin-bottom: 5px;
flex-direction: row;
justify-content: center;
}
.radial-progress__label {
-unity-text-align: middle-left;
color: var(--percentage-color);
}
Utilize the custom control in a UI Document and test
Create a UI Document named RadialProgressExample.uxml
and replace its contents with the following:
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" editor-extension-mode="False">
<ui:VisualElement style="align-items: center;">
<MyUILibrary.RadialProgress progress="87.1" style="width: 100px; height: 100px;" />
</ui:VisualElement>
</ui:UXML>
In Unity, open RadialProgressExample.uxml
in the UI Builder.
In the StyleSheets section of the UI Builder, add RadialProgress.uss
as existing USS.
Select the RadialProgress in the Hierarchy window. If you enter different values in the Progress box 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, the percentage in the ViewportThe user’s visible area of an app on their screen.
See in Glossary changes, and the green progress ring resizes.