Version: 6000.0+
This example demonstrates how to bind multiple properties of a data source asset to a UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary control in UI Builder.
This example creates a data source asset that contains a Vector3
property and a float
property. The float
property is a read-only property that returns the sum of the x
, y
, and z
values of the Vector3
property. The example binds the Vector3
property to a Vector3Field
and the float
property to a FloatField
. When you change the Vector3
property in the UI, FloatField
displays the sum of the x
, y
, and z
values of the Vector3
property.
This example also demonstrates how to use the To Source binding mode to update the data source when the UI changes.
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 a data source asset that contains the properties you want to bind to.
Assets
folder of your project, create a C# script named ExampleMultiPropertiesObject.cs
with the following content:using Unity.Properties;
using UnityEngine;
using UnityEngine.UIElements;
#if UNITY_EDITOR
using UnityEditor;
#endif
[CreateAssetMenu]
public class ExampleMultiPropertiesObject : ScriptableObject
{
[Header("Bind to multiple properties")]
[CreateProperty]
public Vector3 vector3Value;
[CreateProperty]
public float sumOfVector3Properties => vector3Value.x + vector3Value.y + vector3Value.z;
}
Assets
folder of your project.ExampleMultiPropertiesObject.asset
.Create a UI that binds to the data source asset you created in the previous step. In this example, you create a UXML file that contains a VisualElement with a Vector3Field and a FloatField as its child elements.
Assets
folder of your project, create a UXML file named ExampleMultiPropertiesObject.uxml
.ExampleObject.uxml
file to open it in UI Builder.Bind the UI to the data source asset you created in the previous step.
In the Inspector panel of the VisualElement, from the Bindings > Data Source > Object list, select ExampleMultiPropertiesObject.
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 Vector3Field, right-click the Value property and select Add binding.
In the Add Binding window, select vector3Value from the Data Source Path list.
From the Binding Mode list, select To Source. This updates the data source when UI changes.
Select Add binding to apply your changes.
Bind the value
property of the FloatField to the sumOfVector3Properties
property of the data source asset.
ExampleMultiPropertiesObject.uxml
file looks like the following:<engine:UXML xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:engine="UnityEngine.UIElements"
xmlns:editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../UIElementsSchema/UIElements.xsd" editor-extension-mode="False">
<engine:VisualElement data-source="MulPropertyObject.asset" name="VisualElement" style="flex-grow: 1;">
<engine:Vector3IntField label="Vector3Int">
<Bindings>
<engine:DataBinding property="value" data-source-path="vector3Value" binding-mode="ToSource" />
</Bindings>
</engine:Vector3IntField>
<engine:FloatField label="Float Field" name="FloatField">
<Bindings>
<engine:DataBinding property="value" data-source-path="sumOfVector3Properties" binding-mode="ToTarget" />
</Bindings>
</engine:FloatField>
</engine:VisualElement>
</engine:UXML>
To test the binding in the UI Builder, update the value of the Vector3 property. If the binding is set up correctly, the values replicate in the data source asset.
Assets
folder of your project, select the ExampleMultiPropertiesObject.asset
file. The Vector3 Value in the Inspector window of the ExampleObject.asset
changes to the numbers you entered.