C# class: Toggle
Namespace: UnityEngine.UIElements
Base class: BaseBoolField
This element inherits the following attributes from its base class:
Name | Type | Description |
---|---|---|
binding-path |
string |
Path of the target property to be bound. |
focusable |
boolean |
True if the element can be focused. |
label |
string |
The string representing the label that will appear beside the field. |
tabindex |
int |
An integer used to sort focusables in the focus ring. Must be greater than or equal to zero. |
text |
string |
Optional text that appears after the BaseBoolField. Unity creates a Label automatically if one does not exist. |
value |
boolean |
The value associated with the field. |
This element also inherits the following attributes from VisualElement
:
Name | Type | Description |
---|---|---|
content-container |
string |
child elements are added to this element, usually this |
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-toggle |
USS class name for Toggle elements. Unity adds this USS class to every instance of the Toggle element. Any styling applied to this class affects every Toggle located beside, or below the stylesheet in the visual tree. |
labelUssClassName |
.unity-toggle__label |
USS class name for Labels in Toggle elements. Unity adds this USS class to the Label sub-element of the Toggle if the Toggle has a Label. |
inputUssClassName |
.unity-toggle__input |
USS class name of input elements in Toggle elements. Unity adds this USS class to the input sub-element of the Toggle . The input sub-element provides responses to the manipulator. |
noTextVariantUssClassName |
.unity-toggle--no-text |
USS class name of Toggle elements that have no text. Unity adds this USS class to the Toggle if the Toggle does not have a label. |
checkmarkUssClassName |
.unity-toggle__checkmark |
USS class name of Images in Toggle elements. Unity adds this USS class to the Image sub-element of the Toggle that contains the checkmark image. |
textUssClassName |
.unity-toggle__text |
USS class name of Text elements in Toggle elements. Unity adds this USS class to Text sub-elements of the Toggle . |
ussClassName |
.unity-base-field |
USS class name of elements of this type. |
labelUssClassName |
.unity-base-field__label |
USS class name of labels in elements of this type. |
inputUssClassName |
.unity-base-field__input |
USS class name of input elements in elements of this type. |
noLabelVariantUssClassName |
.unity-base-field--no-label |
USS class name of elements of this type, when there is no label. |
labelDraggerVariantUssClassName |
.unity-base-field__label--with-dragger |
USS class name of labels in elements of this type, when there is a dragger attached on them. |
mixedValueLabelUssClassName |
.unity-base-field__label--mixed-value |
USS class name of elements that show mixed values |
alignedFieldUssClassName |
.unity-base-field__aligned |
USS class name of elements that are aligned in a inspector element |
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 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 at every level of its hierarchy.
A Toggle includes an image and a label. Just like other standard UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary Toolkit controls, such as a Button, a Toggle has a Clickable manipulator attached to it that registers to MouseUpEvent
and PointerUpEvent
. When one of those events triggers the manipulator, the Toggle’s value changes from true to false or from false to true. You can read or set the current values of a Toggle. You can also bind a Toggle to a Boolean variable.
By default, a Toggle control appears as a checkbox. You can apply styles to make it look like a typical toggle switch.
You can display or hide elements based on other conditions, such as a selection from a drop-down, or an enabled option. An example of a conditional UI is the Unity CameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary Inspector. It displays additional options when you activate Physical Camera mode.
A Toggle responds to Change events.
To see a simple Toggle example, in Unity, select Window > UI Toolkit > Samples > Toggle.
The following example uses a Toggle to create a conditional UI. The example creates a custom Editor window with two toggles. You can use the toggles to do the following:
You can find the completed files that this example creates in this GitHub repository.
To create the example:
Create a Unity project with any template.
In the Project windowA window that shows the contents of your Assets
folder (Project tab) More info
See in Glossary, create a folder named Editor
.
In the Editor
folder, create a C# script file named ToggleExample
with the following content:
using UnityEngine;
using UnityEditor;
using UnityEngine.UIElements;
namespace Samples.Editor.Controls
{
public class ToggleExample : EditorWindow
{
private Toggle showToggle;
private Toggle activateToggle;
private Label labelToShow;
private Button buttonToActivate;
[MenuItem("Window/ToggleExample")]
public static void OpenWindow()
{
var window = GetWindow<ToggleExample>("Controls: Toggle Sample");
window.minSize = new Vector2(200, 170);
EditorGUIUtility.PingObject(MonoScript.FromScriptableObject(window));
}
public void OnEnable()
{
showToggle = new Toggle("Show label")
{
value = true
};
activateToggle = new Toggle("Active button")
{
value = true
};
labelToShow = new Label("This label is shown when the above toggle is set to On");
buttonToActivate = new Button(() => Debug.Log("Button pressed!"))
{
text = "Active if above toggle is On"
};
rootVisualElement.Add(showToggle);
rootVisualElement.Add(labelToShow);
rootVisualElement.Add(activateToggle);
rootVisualElement.Add(buttonToActivate);
showToggle.RegisterValueChangedCallback(evt => labelToShow.visible = evt.newValue);
activateToggle.RegisterValueChangedCallback(evt => buttonToActivate.SetEnabled(evt.newValue));
}
}
}
To try the example, from the menu, select Window > ToggleExample.