Version: 2022.1
UXML element TextField
UXML element Toolbar

UXML element Toggle

C# class: Toggle
Namespace: UnityEngine.UIElements
Base class: BaseBoolField

Inherited attributes

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.

USS classes

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.

Create a Toggle

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.

Respond to user actions

A Toggle responds to Change events.

Examples

​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:

  • Show or hide a label
  • Activate or deactivate a button

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

To create the example:

  1. Create a Unity project with any template.

  2. 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.

  3. 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));
            }
        }
    }
    
  4. To try the example, from the menu, select Window > ToggleExample.

Additional resources

UXML element TextField
UXML element Toolbar