Version: 2022.3
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ObjectField

An ObjectField is an Editor-only element that lets users select a Unity object from a list of available objects. You can use it to select a Unity object to use as a reference, such as a material, a texture, a script, or a 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
.

Note: To align an element with other fields in an 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, simply apply the .unity-base-field__aligned USS class to it. For more information, refer to BaseField.

Create an ObjectField

You can create an ObjectField with UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary
Builder, UXML, or C#.

To restrict the type of objects that can be selected, use the type property. In UXML, the format of the type property is Type Name, Type assembly name.

Tip: To find the assembly name of a type, use Debug.Log(theType.AssemblyQualifiedName); or find it in the type’s Script API page.

The following examples create an ObjectField for selecting a 2D texture:

UXML:

<ObjectField type="UnityEngine.Texture2D, UnityEngine.CoreModule" label="Select an object:" />

C#:

using UnityEditor.UIElements;
...
var objectField = new ObjectField();
objectField.objectType = typeof(Texture2D);
objectField.label = "Select an object:";

Example

The following UXML example creates an ObjectField:

<UXML xmlns="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements">
    <uie:ObjectField label="UXML Field" name="the-uxml-field" />
</UXML>

The following C# example illustrates some of the customizable functionalities of the MinMaxSlider:

/// <sample>
// Get a reference to the field from UXML and assign a value to it.
var uxmlField = container.Q<ObjectField>("the-uxml-field");
uxmlField.value = new Texture2D(10, 10) { name = "new_texture" };

// Create a new field, disable it, and give it a style class.
var csharpField = new ObjectField("C# Field");
csharpField.SetEnabled(false);
csharpField.AddToClassList("some-styled-field");
csharpField.value = uxmlField.value;
container.Add(csharpField);

// Mirror the value of the UXML field into the C# field.
uxmlField.RegisterCallback<ChangeEvent<Object>>((evt) =>
{
    csharpField.value = evt.newValue;
});
/// </sample>

To try this example live in Unity, go to Window > UI Toolkit > Samples.

C# base class and namespace

C# class: ObjectField
Namespace: UnityEditor.UIElements
Base class: BaseField_1

Member UXML attributes

This element has the following member attributes:

Name Type Description
allow-scene-objects boolean Allows 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
objects to be assigned to the field.
type Type The type of object to be assigned.

Inherited UXML 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.

This element also inherits the following attributes from VisualElement:

Name Type Description
content-container string Child elements are added to it, usually this is the same as the element itself.
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. This is only supported in the Editor UI.
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-object-field USS class name of elements of this type.
labelUssClassName .unity-object-field__label USS class name of labels in elements of this type.
inputUssClassName .unity-object-field__input USS class name of input elements in elements of this type.
objectUssClassName .unity-object-field__object USS class name of object elements in elements of this type.
selectorUssClassName .unity-object-field__selector USS class name of selector elements in elements of this type.
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 VisualElement at every level of its hierarchy.

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