Version: 2023.2+
This example demonstrates how to create a bindable custom control in a custom Editor window.
This example creates a custom control bound to a property with the double data type. You can adapt this example to bind to properties with other data types such as a string or an integer.
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:
Create a C# class to define the custom control.
ExampleField
to store your files.ExampleField
folder, create a C# script named ExampleField.cs
and replace its content with the following:using UnityEngine.UIElements;
namespace UIToolkitExamples
{
// ExampleField inherits from BaseField with the double type. ExampleField's underlying value, then, is a double.
[UxmlElement]
public partial class ExampleField : BaseField<double>
{
Label m_Input;
// Default constructor is required for compatibility with UXML factory
public ExampleField() : this(null)
{
}
// Main constructor accepts label parameter to mimic BaseField constructor.
// Second argument to base constructor is the input element, the one that displays the value this field is
// bound to.
public ExampleField(string label) : base(label, new Label() { })
{
// This is the input element instantiated for the base constructor.
m_Input = this.Q<Label>(className: inputUssClassName);
}
// SetValueWithoutNotify needs to be overridden by calling the base version and then making a change to the
// underlying value be reflected in the input element.
public override void SetValueWithoutNotify(double newValue)
{
base.SetValueWithoutNotify(newValue);
m_Input.text = value.ToString("N");
}
}
}
ExampleField
folder, create a UI Document named ExampleField.uxml
.ExampleField.uxml
in a text editor and replace its contents with the following:<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:example="UIToolkitExamples">
<example:ExampleField label="Binding Target" binding-path="m_Value" />
</ui:UXML>
ExampleField.uxml
to open it in the UI Builder. The ExampleField displays in the Hierarchy window and is visualized in the ViewportThe user’s visible area of an app on their screen.ExampleField
folder, create a C# script named ExampleFieldComponent.cs
and replace its contents with the following:using UnityEngine;
namespace UIToolkitExamples
{
public class ExampleFieldComponent : MonoBehaviour
{
[SerializeField]
double m_Value;
}
}
ExampleField
folder, create a folder named Editor
.Editor
folder, create a C# script named ExampleFieldCustomEditor.cs
and replace its contents with the following:using UnityEditor;
using UnityEngine.UIElements;
using UnityEngine;
namespace UIToolkitExamples
{
[CustomEditor(typeof(ExampleFieldComponent))]
public class ExampleFieldCustomEditor : Editor
{
[SerializeField]
VisualTreeAsset m_Uxml;
public override VisualElement CreateInspectorGUI()
{
var parent = new VisualElement();
m_Uxml?.CloneTree(parent);
return parent;
}
}
}
ExampleFieldCustomEditor.cs
in the Project windowA window that shows the contents of your Assets
folder (Project tab) More infoExampleField.uxml
into the Uxml box in the Inspector window.ExampleFieldComponent
component to the GameObject. The custom control appears in the Inspector with the default value of 0
for the Binding Target. If you change the value of the underlying double property, the UI reflects that change.