Version: Unity 6.1 Alpha (6000.1)
Language : English
Bind to nested properties
Receive callbacks when a bound property changes

Bind to a UXML template

Version: 2021.3+

This example demonstrates how to set binding paths with UXML templates.

Example overview

This example creates an asset menu item. The menu creates a GameSwitch asset with three template instances that bind to properties of the GameSwitch object.

A preview of the GameSwitch Inspector
A preview of the GameSwitch Inspector

You can find the completed files that this example creates in this GitHub repository.

Prerequisites

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:

  • UI Builder
  • Visual TreeAn object graph, made of lightweight nodes, that holds all the elements in a window or panel. It defines every UI you build with the UI Toolkit.
    See in Glossary
  • UXML
  • USS

Create the GameSwitch asset

Create 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
See in Glossary
to define the GameSwitch struct and a custom asset to hold properties of the GameSwitch struct.

  1. Create a project in Unity with any template.

  2. 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-uxml-template to store all your files.

  3. 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;
    }
    
  4. Create a C# script named GameSwitchesAsset.cs and replace its contents with the following:

    using UnityEngine;
    
    [CreateAssetMenu(menuName = "UIToolkitExamples/GameSwitches")]
    public class GameSwitchesAsset : ScriptableObject
    {
        public GameSwitch useLocalServer;
        public GameSwitch showDebugMenu;
        public GameSwitch showFPSCounter;
    
        // Use the Reset function to provide default values
        public void Reset()
        {
            useLocalServer = new GameSwitch() { name = "Use Local Server", enabled = false };
            showDebugMenu = new GameSwitch() { name = "Show Debug Menu", enabled = false };
            showFPSCounter = new GameSwitch() { name = "Show FPS Counter", enabled = true };
        }
    }
    

Create the UXML template and files

Create a UXML template that you can use for each GameSwitch struct instance, and a UXML file that uses the template.

  1. 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>
    
  2. In the bind-uxml-template folder, create a folder named Editor.

  3. In the Editor folder, create a UI Document named game_switches_editor.uxml and replace its contents with the following:

    <UXML xmlns="UnityEngine.UIElements" xmlns:ue="UnityEditor.UIElements">
        <Template name="switch" src="../game_switch.uxml"/>
        <Instance template="switch" binding-path="useLocalServer" />
        <Instance template="switch" binding-path="showDebugMenu" />
        <Instance template="switch" binding-path="showFPSCounter" />
    </UXML>
    

    Note: This is the main UXML file for the custom Editor. Each property binds to an instance of game_switch.uxml through the binding-path attribute of Instance .

Create the asset menu and the asset

Create a script to register a custom Editor for GameSwitchesAsset.

  1. Create a C# script named GameSwitchesEditor.cs and replace its content with the following:

    using UnityEditor;
    using UnityEngine;
    using UnityEngine.UIElements;
    
    namespace UIToolkitExamples
    {
        [CustomEditor(typeof(GameSwitchesAsset))]
        public class GameSwitchesEditor : Editor
        {
            [SerializeField]
            VisualTreeAsset visualTreeAsset;
    
            public override VisualElement CreateInspectorGUI()
            {
                return visualTreeAsset.CloneTree();
            }
        }
    }
    
  2. 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
    window of GameSwitchesEditor.cs, assign the game_switches_editor.uxml file to the Visual Tree Asset field.

Test the binding

  1. In Unity, select Assets > Create > UIToolkitExamples > GameSwitches to create a new asset in your project’s Assets folder.
  2. Select the newly created asset. The Inspector shows toggles and text fields that bind to the GameSwitchesAsset.useLocalServer, GameSwitchesAsset.showDebugMenu, and GameSwitchesAsset.showFPSCounter properties.

Additional resources

Bind to nested properties
Receive callbacks when a bound property changes