You can use either the Image element or the VisualElement.style.backgroundImage
property to add visual content to your UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary. The choice between the two depends on the specific requirements of your application. For more information, refer to Image versus VisualElement.style.backgroundImage
.
You can use an imported or built-in image asset to set a background image. When you set the background image, you must select a supported background image type:
Note:
com.unity.vectorgraphics
package.You can set the background image in UI Builder, directly in USS, or in C# files.
USS example:
MyElement {
background-image: url("path/to/imageFile.png");
}
C# example:
// Use the AssetDatabase method to load the texture.
myElement1.style.backgroundImage = AssetDatabase.LoadAssetAtPath<Texture2D>("path/to/imageFile.png");
// Use the AssetDatabase method to load the sprite.
myElement2.style.backgroundImage = new StyleBackground(AssetDatabase.LoadAssetAtPath<Sprite>("path/to/spriteAssetFile.png"));
// Load the texture from the project's Resources folder.
myElement3.style.backgroundImage = Resources.Load<Texture2D>("imageFile");
// Load the sprite from the project's Resources folder.
myElement4.style.backgroundImage = new StyleBackground(Resources.Load<Sprite>("spriteAssetFile"));
// Use the Unity Editor's default resources.
myElement5.style.backgroundImage = EditorGUIUtility.FindTexture("CloudConnect");
myElement6.style.backgroundImage = EditorGUIUtility.IconContent("FolderOpened Icon").image;
Scale mode for a background image defines how the image scales to fit 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.
The supported scale modes for a background image.
A: stretch-to-fill
that stretches the image to fill the entire area of the visual element.
B: scale-and-crop
that scales the image to fit the visual element. If the image is larger than the visual element, the image is cropped.
C: scale-to-fit
that scales the image to fit the visual element. It’s similar to the stretch-to-fill mode, but the aspect ratioThe relationship of an image’s proportional dimensions, such as its width and height.
See in Glossary of the image is preserved.
You can set the scale mode in UI Builder, or directly in USS.
USS example:
MyElement {
-unity-background-scale-mode: scale-and-crop;
}
Generally, you can apply the 9-slice technique to a regular 2D Sprite. However, with UI Toolkit, you can apply the 9-slice technique to Texture, Render Texture, and SVG Vector images.
To apply 9-slice, set the following:
-unity-slice-scale
by the sprite’s pixels-per-unit
value in relation to the panel’s reference sprite pixels per unit value
, which is by default 100
. For example, if the sprite’s pixels-per-unit
is 16
, the scale is adjusted by 16/100 = 0.16
. Therefore, if you set the scale to 2px
, the final scale is 2px * 0.16px = 0.32px
. For texture and vector images, Unity doesn’t make additional adjustments to the slice scale value you set.You can set the slice values and slice scale with UI Builder, or directly in USS, or in C# files. For a sprite image, you can also set the values in the Sprite Editor.
UI Builder:
Use the Slice fields in the Background section to set the slice values and slice scale.
USS example:
MyElement {
-unity-slice-left: 10px;
-unity-slice-right: 10px;
-unity-slice-top: 10px;
-unity-slice-bottom: 10px;
-unity-slice-scale: 2px;
}
C# example:
MyElement.style.unitySliceLeft = 10px;
MyElement.style.unitySliceRight = 10px;
MyElement.style.unitySliceTop = 10px;
MyElement.style.unitySliceBottom = 10px;
MyElement.style.unitySliceScale = 2px;
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