Version: Unity 6.1 Alpha (6000.1)
Language : English
Layout events
Input events

Focus events

Focus events occur when an element gains or loses focus.

Focus events are useful when you need to change focus to and away from visual elementsA 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
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. Controls often use focus events to change their contents, depending on the focus state. For example, a text field can display placeholder text while it isn’t in focus, or it can react to the FocusInEvent to clear the placeholder text.

Focus can change on a visual element from user interactions, such as tabbing or clicking, or using 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 info
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with element.Focus().

Focus events separate into two distinct types:

  • FocusOutEvent and FocusInEvent are sent along the propagation path just before a focus change occurs.
  • FocusEvent and BlurEvent are sent to the event target, immediately after the change in focus.

The base class for all focus events is FocusEventBase.

Event Description Trickles down Bubbles up Cancellable
FocusOutEvent Sent before an element loses focus.
FocusInEvent Sent before an element gains focus.
BlurEvent Sent after an element has lost focus.
FocusEvent Sent after an element has gained focus.

Unique properties

The following section explains relevant properties unique to focus events. This isn’t a complete list of all properties within the focus event family. For a full list, see the FocusEventBase in the API documentation.

relatedTarget: Contains the visual element that’s the secondary target of an event. For FocusOut and Blur events, it contains the element that gains focus. For FocusIn and Focus events, it contains the element that loses focus.

Event target relatedTarget
Blur The element that loses focus. The element that gains focus.
Focus The element that gains focus. The element that loses focus.
focusIn The element that gains focus. The element that loses focus.
focusOut The element that loses focus. The element that gains focus.

Event list

FocusOutEvent

The FocusOutEvent is sent when an element is about to lose focus.

target: The element that will lose focus.

relatedTarget: The element that will gain focus.

FocusInEvent

The FocusInEvent is sent when an element is about to gain focus.

target: The element that will gain focus.

relatedTarget: The element that will lose focus.

BlurEvent

The BlurEvent is sent after an element lost focus.

target: The element that lost focus.

relatedTarget: The element that gained focus.

FocusEvent

The FocusEvent is sent after an element gained focus.

target: The element that gained focus.

relatedTarget: The element that lost focus.

Examples

The following example shows how to use placeholder text in a TextField.

After you create the elements through UXML, the script assigns a placeholder text to the TextField. When the TextField is in focus, FocusInEvent fires and clears the placeholder text. FocusOutEvent toggles the placeholder mode based on the TextField contents.

To see the example in action, do the following:

  1. Create a new C# script called PlaceHolderExample.
  2. Copy the example code into the C# script.
  3. Under Window > UI Toolkit > PlaceHolderExample, open the newly created Editor window.
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;

public class PlaceHolderExample : EditorWindow
{
    [MenuItem("Window/UI Toolkit/PlaceHolderExample")]
    public static void ShowExample()
    {
        PlaceHolderExample wnd = GetWindow<PlaceHolderExample>();
        wnd.titleContent = new GUIContent("PlaceHolderExample");
    }

    private bool placeHolderMode = true;
    private const string placeHolderText = "Write here";

    public void CreateGUI()
    {
        TextField textField = new TextField();
        textField.value = placeHolderText;
        rootVisualElement.Add(textField);

        textField.RegisterCallback<FocusInEvent>(OnFocusInTextField);
        textField.RegisterCallback<FocusOutEvent>(OnFocusOutTextField);
    }

    private void OnFocusInTextField(FocusInEvent evt)
    {
        // If the text field just received focus and the user might want to write
        // or edit the text inside, the placeholder text should be cleared (if active)
        if (placeHolderMode)
        {
            var textField = evt.target as TextField;
            if (textField != null)
            {
                textField.value = "";
            }
        }
    }        

    private void OnFocusOutTextField(FocusOutEvent evt)
    {
        // If the text field is empty after the user is done editing and the
        // element lost focus, write placeholder text into the text field
        var textField = evt.target as TextField;
        if (textField != null)
        {
            placeHolderMode = string.IsNullOrEmpty(textField.value);
            if (placeHolderMode)
                textField.value = placeHolderText;
        }    
    }
}
Layout events
Input events