Version: Unity 6.1 Alpha (6000.1)
Language : English
Bind to multiple properties with runtime binding
Create a custom binding to bind USS selectors

Create a runtime binding with a type converter

Version: 6000.0+

This example demonstrates how to create a type converter to convert data types between a data source and the UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary
.

Example overview

This example creates a Label control in UI Builder that binds to a data source asset. The data source asset contains a float property named dangerLevel. The label displays the dangerLevel as a string and changes its background color based on the value of the dangerLevel.

Runtime binding type converter example
Runtime binding type converter example

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 Toolkit, and C# scripting. Before you start, get familiar with the following:

Create a data source asset

Create a data source asset that contains the properties you want to bind to. In this example, you create a ScriptableObject asset named ExampleConverterObject that contains a local converter that converts a float to a Color and a string.

  1. Create a project in Unity with any template.
  2. In the Assets folder of your project, create a C# script named ExampleConverterObject.cs with the following content:
using Unity.Properties;
using UnityEngine;
using UnityEngine.UIElements;

#if UNITY_EDITOR
using UnityEditor;
#endif

[CreateAssetMenu]
public class ExampleConverterObject : ScriptableObject
{
#if UNITY_EDITOR
    [InitializeOnLoadMethod]
#else
    [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
#endif
    public static void RegisterConverters()
    {
    
        // Create local Converters.
        var group = new ConverterGroup("Value To Progress");
    
        // Converter groups can have multiple converters. This example converts a float to both a color and a string.
        group.AddConverter((ref float v) => new StyleColor(Color.Lerp(Color.red, Color.green, v)));
        group.AddConverter((ref float value) =>
        {
            return value switch
            {
                >= 0 and < 1.0f/3.0f => "Danger",
                >= 1.0f/3.0f and < 2.0f/3.0f => "Neutral",
                _ => "Good"
            };
        });
    
        // Register the converter group in InitializeOnLoadMethod to make it accessible from the UI Builder.
        ConverterGroups.RegisterConverterGroup(group);
    }
    
    [Header("Binding using a converter group")]
    [Range(0, 1)] public float dangerLevel;
}

Create the example object asset

  1. Select Assets > Create > Example Object. This creates a data source asset in the Assets folder of your project.
  2. Rename the asset as ExampleConverterObject.asset.

Create the UI

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 Label control.

  1. In the Assets folder of your project, create a UXML file named ExampleConverterObject.uxml.
  2. Double-click the ExampleConverterObject.uxml file to open it in UI Builder.
  3. In the Hierarchy panel, add a Label.

Bind the Label to the data source

Bind the properties of the Label to the properties of the data source asset and apply the type converter for the Label.

  1. In the Hierarchy panel, select the Label.

  2. In the Inspector panel, from the Bindings > Data Source > Object list, select ExampleConverterObject.

  3. From the Data Source Path list, select dangerLevel.

  4. 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, right-click the Text field and select Add binding.

  5. In the Add Binding window, do the following:

    • From the Binding Mode list, select To Target. This updates the UI when the data source changes.
    • From the Advanced Settings > Local converters > To target property (UI) list, select Value To Progress. This converts a float to a string. Set the binding for the label text
  6. Select Add binding to apply your changes.

  7. In the Inspector panel, expand the Background field.

  8. Right-click the Color property and select Add binding.

  9. In the Add Binding window, do the following:

    • From the Binding Mode list, select To Target. This updates the UI when the data source changes.
    • From the Advanced Settings > Local Converters > To target property (UI) list, select Value To Progress. This converts a float to a color.
  10. Select Add binding to apply your changes.

  11. Save and close UI Builder. Your ExampleConverterObject.uxml file looks like the following:

    <ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" 
    engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../UIElementsSchema/UIElements.xsd" editor-extension-mode="False">
        <ui:Label text="Label" data-source="ExampleConverterObject.asset" data-source-path="dangerLevel">
            <Bindings>
                <ui:DataBinding property="style.backgroundColor" binding-mode="ToTarget" source-to-ui-converters="Value To Progress" />
                <ui:DataBinding property="text" binding-mode="ToTarget" source-to-ui-converters="Value To Progress" />
            </Bindings>
        </ui:Label>
    </ui:UXML>
    

Test the binding

In the Inspector window of the ExampleObject.asset, move the Danger Level slider. The text and the background color of the Label in the UI Builder ViewportThe user’s visible area of an app on their screen.
See in Glossary
change according to the value of the Danger Level.

Additional resources

Bind to multiple properties with runtime binding
Create a custom binding to bind USS selectors