Version: 2021.3+
The ListView control is the most efficient way to create lists. To bind to a list with ListView, set the binding path of the ListView to the name of the property that contains the list.
This example demonstrates how to bind to a list with ListView.
The example creates a list of toggles and binds the list to an underlying list of GameSwitch
objects.
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:
ListView
Create a GameSwitch
object and a serialized object that has a list of GameSwitch
objects as a property.
Create a Unity project with any template.
In your Project windowA window that shows the contents of your Assets
folder (Project tab) More info
See in Glossary, create a folder named bind-to-list
to store all your files.
Create a C# script named GameSwitch.cs
and replace its content with the following:
using System;
[Serializable]
public struct GameSwitch
{
public string name;
public bool enabled;
}
Create a UI Document named game_switch.uxml
and replace its contents with the following:
<UXML xmlns="UnityEngine.UIElements" xmlns:ue="UnityEditor.UIElements">
<Box style="flex-direction: row;">
<Toggle binding-path="enabled" />
<TextField binding-path="name" readonly="true" style="flex-grow: 1;"/>
</Box>
</UXML>
Create a C# script named GameSwitchListAsset.cs
and replace its contents with the following:
using System.Collections.Generic;
using UnityEngine;
namespace UIToolkitExamples
{
[CreateAssetMenu(menuName = "UIToolkitExamples/GameSwitchList")]
public class GameSwitchListAsset : ScriptableObject
{
public List<GameSwitch> switches;
public void Reset()
{
switches = new()
{
new() { name = "Use Local Server", enabled = false },
new() { name = "Show Debug Menu", enabled = false },
new() { name = "Show FPS Counter", enabled = true },
};
}
public bool IsSwitchEnabled(string switchName) => switches.Find(s => s.name == switchName).enabled;
}
}
Create a custom Editor that can create an asset with a list of toggles. Bind the toggle list to the GameSwitch
list by setting the binding-path
attribute of the UI Document to the property name of the GameSwitch
list, which is switches
.
Create a folder named Editor
.
In the Editor folder, create a C# script named GameSwitchListEditor.cs
and replace its contents with the following:
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
namespace UIToolkitExamples
{
[CustomEditor(typeof(GameSwitchListAsset))]
public class GameSwitchListEditor : Editor
{
[SerializeField]
VisualTreeAsset m_ItemAsset;
[SerializeField]
VisualTreeAsset m_EditorAsset;
public override VisualElement CreateInspectorGUI()
{
var root = m_EditorAsset.CloneTree();
var listView = root.Q<ListView>();
listView.makeItem = m_ItemAsset.CloneTree;
return root;
}
}
}
Create a UI Document named game_switch_list_editor.uxml
and replace its contents with the following:
<UXML xmlns="UnityEngine.UIElements" xmlns:ue="UnityEditor.UIElements">
<ListView virtualization-method="DynamicHeight"
reorder-mode="Animated"
binding-path="switches"
show-add-remove-footer="true"
show-border="true"
show-foldout-header="true"
header-title="Switches"
/>
</UXML>
In the Project window, select GameSwitchListEditor.cs.
Drag game_switch.uxml to Item Asset 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.
Drag game_switch_list_editor.uxml to Editor Asset in the Inspector.
switches
property of the GameSwitchListAsset
object changes.