Version: 2022.1+
This example demonstrates how to create custom controls and use the Vector API to draw visual content onto a 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.
This example creates a custom control that displays progress, as an alternative to a loading bar. The progress indicator 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 guide is for developers familiar with the 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. Before you start, get familiar with the following:
Create a C# script to define a RadialProgress
visual element 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 radial-progress
folder, create a C# script named RadialProgress.cs
with the following content:
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"
};
// Use the Init method to assign the value of the progress UXML attribute to the C# progress property.
public override void Init(VisualElement ve, IUxmlAttributes bag, CreationContext cc)
{
base.Init(ve, bag, cc);
(ve as RadialProgress).progress = m_ProgressAttribute.GetValueFromBag(bag, cc);
}
}
// Define a factory class 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");
Color m_TrackColor = Color.gray;
Color m_ProgressColor = Color.red;
// This is the label that displays the percentage.
Label m_Label;
// This is the number that the Label displays as a percentage.
float m_Progress;
// A value between 0 and 100
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);
// 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 += GenerateVisualContent;
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()
{
bool repaint = false;
if (customStyle.TryGetValue(s_ProgressColor, out m_ProgressColor))
repaint = true;
if (customStyle.TryGetValue(s_TrackColor, out m_TrackColor))
repaint = true;
if (repaint)
MarkDirtyRepaint();
}
void GenerateVisualContent(MeshGenerationContext context)
{
float width = contentRect.width;
float height = contentRect.height;
var painter = context.painter2D;
painter.lineWidth = 10.0f;
painter.lineCap = LineCap.Butt;
// Draw the track
painter.strokeColor = m_TrackColor;
painter.BeginPath();
painter.Arc(new Vector2(width * 0.5f, height * 0.5f), width * 0.5f, 0.0f, 360.0f);
painter.Stroke();
// Draw the progress
painter.strokeColor = m_ProgressColor;
painter.BeginPath();
painter.Arc(new Vector2(width * 0.5f, height * 0.5f), width * 0.5f, -90.0f, 360.0f * (progress / 100.0f) - 90.0f);
painter.Stroke();
}
}
}
Create a USS file to style the radial progress indicator custom control. Use UI Builder to add the control and apply the USS stylesheet. Test the control with different Progress
values.
Create a USS file named RadialProgress.uss
with the following content:
.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;
width: 100px;
height: 100px;
}
.radial-progress__label {
-unity-text-align: middle-left;
color: var(--percentage-color);
}
Create a UI Document named RadialProgressExample.uxml
.
Double-click RadialProgressExample.uxml
to open it in the UI Builder.
In the Library window, select Project > Custom Controls > MyUILibrary.
Drag RadialProgress to the Hierarchy window.
In the StyleSheets section of the UI Builder, add RadialProgress.uss
as existing USS.
In the Hierarchy window, select RadialProgress.
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 window, enter radial-progress
in the Name box.
In the Inspector window, enter different values in the Progress box. 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.
Use the UI Document in a sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary, and create a C# MonoBehaviour script to update the Progress
property of the control with dynamic values for demo purposes.
In the radial-progress
folder, create a C# script named RadialProgressComponent.cs
with the following content:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MyUILibrary;
[RequireComponent(typeof(UIDocument))]
public class RadialProgressComponent : MonoBehaviour
{
RadialProgress m_RadialProgress;
void Start()
{
var root = GetComponent<UIDocument>().rootVisualElement;
m_RadialProgress = new RadialProgress() {
style = {
position = Position.Absolute,
left = 20, top = 20, width = 200, height = 200
}
};
root.Add(m_RadialProgress);
}
void Update()
{
// For demo purpose, give the progress property dynamic values.
m_RadialProgress.progress = ((Mathf.Sin(Time.time) + 1.0f) / 2.0f) * 60.0f + 10.0f;
}
}
In Unity, select GameObject > UI Toolkit > UI Document.
Select the UIDocument in the Hierarchy window.
Add RadialProgressComponent.cs as a component of the UIDocument GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary.
Enter play mode. The progress indicator appears in the scene, and the progress ring and value change dynamically.