Version: 6000+
The ListView control is the most efficient way to create lists. This example demonstrates how to use runtime binding to bind a ListView to a list. Runtime binding supports both runtime and Editor UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary. For demonstration purposes, this example displays the ListView in an Editor window.
The example creates a ListView and a list. To bind the ListView to the list, set the binding data source of the ListView to the property that contains the list.
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 Toolkit, and C# scripting. Before you start, get familiar with the following:
Create an example List
object that has a list of Item
objects. Each Item
contains a name
and an enabled
property.
runtime-binding-listview
to store all your files.runtime-binding-listview
folder, create a folder named Scripts
to store all your C# scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More infoScripts
folder, create a C# script named ExampleItemObject.cs
with the following contents: using System;
using System.Collections.Generic;
using UnityEngine;
public class ExampleItemObject
{
public List<Item> items = new();
public void Reset()
{
items = new List<Item>{
new() { name = "Use Local Serverdfsdfsd", enabled = false },
new() { name = "Show Debug Menu", enabled = false },
new() { name = "Show FPS Counter", enabled = true },
};
}
// Use a struct instead of a class to ensure that the ListView can create items
// when the + button is clicked.
public struct Item
{
public bool enabled;
public string name;
}
}
Create the template of the list item in UI Builder. Each item contains a Toggle and a TextField. Bind them to the enabled
and name
properties of the Item
object.
In the runtime-binding-listview
folder, create a folder named UXML
.
In the UXML
folder, create a UXML file named ListViewItem.uxml
.
Double-click the ListViewItem.uxml
file to open it in UI Builder.
In the Hierarchy panel, add a VisualElement.
Add a Toggle as a child of VisualElement.
Add a TextField as a child VisualElement.
Remove the label text for the Toggle and TextField.
Set the Flex direction of the VisualElement to Row
.
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 panel of the Toggle, do the following:
Right-click Value and select Add binding.
In the Add Binding window, set Data Source Path to enabled
.
In the Inspector panel of the TextField, do the following:
name
.Save the UXML file. The finished UXML file looks like the following:
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../UIElementsSchema/UIElements.xsd" editor-extension-mode="False">
<ui:VisualElement name="VisualElement" style="flex-direction: row;">
<ui:Toggle>
<Bindings>
<ui:DataBinding property="value" data-source-path="enabled" />
</Bindings>
</ui:Toggle>
<ui:TextField placeholder-text="filler text">
<Bindings>
<ui:DataBinding property="value" data-source-path="name" />
</Bindings>
</ui:TextField>
</ui:VisualElement>
</ui:UXML>
Create the ListView UI in UI Builder, and set the item template to ListViewItem.uxml
.
In the UXML
folder, create a UXML file named UIListView.uxml
.
Double-click the UIListView.uxml
file to open it in UI Builder.
In the Hierarchy panel, add a ListView.
In the Inspector panel of the ListView, do the following:
Set Virtualization Method to Dynamic Height.
Set Reorder Mode to Animated.
Set Item Template to ListViewItem.uxml
.
Set Binding Source Selection Mode to Auto Assign.
Select the Reorderable checkbox.
Select the Show Add Remove Footer checkbox.
Set Header Title to Items
.
Select the Show Foldout Header checkbox.
Save the UXML file. The finished UXML file looks like the following:
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xmlns="UnityEngine.UIElements" ue="UnityEditor.UIElements" editor-extension-mode="False">
<ui:ListView virtualization-method="DynamicHeight" reorder-mode="Animated" binding-source-selection-mode="AutoAssign" show-add-remove-footer="true" header-title="Items" reorderable="true" show-border="false" show-foldout-header="true" item-template="ListViewItem.uxml" show-bound-collection-size="false" />
</ui:UXML>
Create a custom Editor window that contains the ListView and bind it to the items
property of List
. This example sets the binding source in the C# script. You can also manually set the binding source in the UXML file inside the ListView element like this:
<ui:ListView>
<Bindings>
<ui:DataBinding property="itemsSource" data-source-path="items" />
</Bindings>
</ui:ListView>
Scripts
folder, create a folder named Editor
.Editor
folder, create a C# script named ListViewTestWindow.cs
with the following contents: using UnityEngine;
using UnityEngine.UIElements;
using UnityEditor;
using UnityEditor.UIElements;
using System.Collections.Generic;
using Unity.Properties;
internal class ListViewTestWindow : EditorWindow
{
[SerializeField] private VisualTreeAsset itemLayout;
[SerializeField] private VisualTreeAsset editorLayout;
ExampleItemObject m_ExampleItemObject;
[MenuItem("Window/ListViewTestWindow")]
static void Init()
{
ListViewTestWindow window = EditorWindow.GetWindow<ListViewTestWindow>();
window.Show();
}
void CreateGUI()
{
m_ExampleItemObject = new();
editorLayout.CloneTree(rootVisualElement);
var listView = rootVisualElement.Q<ListView>();
// This example sets the itemTemplate and bindingSourceSelectionMode in the UXML file.
// You can also set them in the C# script like the following:
//listView.itemTemplate = itemLayout;
//listView.bindingSourceSelectionMode = BindingSourceSelectionMode.AutoAssign;
// Set the binding source to the ExampleItemObject instance.
listView.dataSource = m_ExampleItemObject;
// Set the itemsSource binding to the items property of the List object.
listView.SetBinding("itemsSource", new DataBinding() {dataSourcePath = new PropertyPath("items")});
m_ExampleItemObject.Reset();
}
}
The Editor window displays a ListView bound to the items defined in the ExampleItemObject.cs
. If you update the values of the enabled
or name
properties for the Item
in ExampleItemObject.cs
, the changes are automatically reflected in the ListView.