This page lists a collection of examples that you can build with UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary Toolkit:
Topics | Description |
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Relative and absolute positioning C# example | Use relative and absolute positioning to lay out UI in C#. |
Topics | Description |
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Create list and tree views | Use ListView, TreeView, MultiColumnListView, and MultiColumnTreeView to create list and tree views. |
Create a complex list view | Use ListView to create a custom Editor window with a list of characters. |
Create a list view runtime UI | Use ListView to create a simple character selection screen runtime UI. |
Create a drag-and-drop list and tree views between windows | Use ListView, TreeView, and MultiColumnListView to create a drag-and-drop UI between windows. |
Topics | Description |
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Wrap content inside a ScrollView | Use styles to wrap content inside a scroll view. |
Topics | Description |
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Create a tabbed menu | Use Label to create tabbed menu. |
Topics | Description |
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Create a pop-up window | Use UnityEditor.PopupWindow to create a pop-up window |
Topics | Description |
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Use Toggle to create a conditional UI | Use Toggle to create a conditional UI in an Editor window. |
Topics | Description |
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Create a custom control with two attributes | Create a simple custom control with two attributes and expose the custom control to the UXML and UI Builder. |
Create a slide toggle custom control | Create a “switch-like” toggle custom control. |
Create a radial progress indicator | Create a custom control that displays a floating point number between 0 and 100. |
Create a bindable custom control | Create a custom control that bounds to a property with the double data type. |
Create a custom style for a custom control | Create a custom control that reads two colors from USS and uses them to generate a texture. |
Create an aspect ratio custom control | Create a custom control that maintains a specific aspect ratioThe relationship of an image’s proportional dimensions, such as its width and height. See in Glossary. |
Topics | Description |
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Create a simple transition with UI Builder and C# scripts | Create a custom Editor window with three labels that rotate and scale when you hover over them. |
Create a transition event | Create a custom Editor window with a button and color palette. |
Create looping transitions | Create a Yo-yo and a A-to-B looping animations. |
Topics | Description |
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Create a drag-and-drop UI inside a custom Editor window | Create several slots, and one object that can be dragged into any slot. |
Create a drag-and-drop UI to drag between Editor windows | Create two custom Editor windows that an asset can be dragged from one window to another. |
Topics | Description |
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Bind with binding path in C# script | Use bindingPath to create a binding that changes the name of a GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More infoSee in Glossary in a custom Editor window. |
Bind without the binding path | Use BindProperty() to create a binding that changes the name of a GameObject in a custom Editor window. |
Bind with UXML and C# | Create a binding and set the binding path in UXML, and bind with Bind() in C#. |
Create a binding with the Inspector | Create a binding that binds among a custom 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, a custom Editor, and serialized objects. |
Bind to nested properties | Use the binding-path attribute of a BindableElement in UXML to bind fields to nested properties of a SerializedObject |
Bind to a UXML template | Create a binding and set binding paths with UXML templates. |
Receive callbacks when a bound property changes | Creates a custom Editor window with a TextField that binds to the name of a GameObject in a sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info See in Glossary. |
Receive callbacks when any bound properties change | Create a custom Inspector with two fields that warns the user if the values of the fields fall outside certain ranges. |
Topics | Description |
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Bind to a list with ListView | Create a list of toggles and binds the list to an underlying list of objects. |
Bind to a list without ListView | Create a binding that binds to a list with array instead of ListView. |
Bind a custom control | Create a custom control and bind it to a native Unity type. |
Bind a custom control to custom data type | Create a custom control and bind it to a custom data type. |
Topics | Description |
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Create a pie chart in the Editor and runtime UI | Use the Vector API to create a pie chart. |
Use Vector API to create a radial progress indicator | Use the Vector API to create a radial progress indicator custom control and add the custom control in a runtime UI. |
Topics | Description |
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Get started with runtime UI | Use this example to get started with runtime UI. |
Topic | Description |
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Get started with runtime binding | Learn the basics of runtime binding from an example. |
Bind to multiple properties | Learn how to bind to multiple properties from an example. |
Create a runtime binding with a type converter | Learn how to create a type converter to convert data types between the data source and the UI from an example. |
Bind ListView to a list with runtime binding | Learn how to bind ListView to a list with runtime binding from an example. |
Create a custom binding to bind USS selectors | Learn how to create a custom binding to bind USS from an example. |