The best way to learn how to structure UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary is to try examples. The following examples demonstrate how to use built-in controls, and create and use custom controls in your UI.
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Relative and absolute positioning C# example | Use relative and absolute positioning to lay out UI in C#. |
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Create list and tree views | Use ListView, TreeView, MultiColumnListView, and MultiColumnTreeView to create list and tree views. |
Create a complex list view | Use ListView to create a custom Editor window with a list of characters. |
Create a list view runtime UI | Use ListView to create a simple character selection screen runtime UI. |
Create a drag-and-drop list and tree views between windows | Use ListView, TreeView, and MultiColumnListView to create a drag-and-drop UI between windows. |
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Wrap content inside a ScrollView | Use styles to wrap content inside a scroll view. |
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Create a tabbed menu | Use Label to create tabbed menu. |
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Create a pop-up window | Use UnityEditor.PopupWindow to create a pop-up window |
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Use Toggle to create a conditional UI | Use Toggle to create a conditional UI in an Editor window. |
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Create a custom control with two attributes | Create a simple custom control with two attributes and expose the custom control to the UXML and UI Builder. |
Create a slide toggle custom control | Create a “switch-like” toggle custom control. |
Create a radial progress indicator | Create a custom control that displays a floating point number between 0 and 100. |
Create a bindable custom control | Create a custom control that bounds to a property with the double data type. |
Create a custom style for a custom control | Create a custom control that reads two colors from USS and uses them to generate a texture. |
Create an aspect ratio custom control | Create a custom control that maintains a specific aspect ratioThe relationship of an image’s proportional dimensions, such as its width and height. See in Glossary. |