Use the Button element to create clickable buttons in a UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary. For example, when a user clicks or taps on a Button element, it triggers an action or event, such as opening a new window, submitting a form, or playing a sound effect.
You can create a Button with UI Builder, UXML, or C#. The following C# example creates a Button with a label:
var button = new Button(() => { Debug.Log("Button clicked"); }) { text = "Click me" };
You can enhance the visual appeal of your Button by incorporating an icon, such as a Texture, Render TextureA special type of Texture that is created and updated at runtime. To use them, first create a new Render Texture and designate one of your Cameras to render into it. Then you can use the Render Texture in a Material just like a regular Texture. More info
See in Glossary, SpriteA 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. More info
See in Glossary, or Vector image asset that exists in your project. For information on how to reference an image asset, refer to AssetsAny media or data that can be used in your game or project. An asset may come from a file created outside of Unity, such as a 3D Model, an audio file or an image. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. More info
See in Glossary.
To add an icon for a Button with UI Builder:
To add an icon for a Button with UXML, provide the image source to the icon-image
attribute:
<ui:Button name="Button" text="Button text" icon-image="/path/to/image-file.png" />
To add an icon for a Button with C#, assign the image source to the iconImage
property:
Button myButton = new Button();
var buttonIconImage = Resources.Load<Texture2D>("image-file");
myButton.text = "Button text";
myButton.iconImage = buttonIconImage;
When you add an icon to a Button, it adds two read-only sub-elements to the Button:
You can’t edit the sub-elements but you can change their layout using the USS flex-direction
property for the Button element. By default, the icon is added on the left of the button text.
To reposition the button icon, adjust the Button’s flex-direction
with the following:
row-reverse
.column
.column-reverse
.The Button element allows you to provide additional information to the user with the text
, iconImage
properties, and the background-image
style property. As with any visual elementA node of a visual tree that instantiates or derives from the C# VisualElement
class. You can style the look, define the behaviour, and display it on screen as part of the UI. More info
See in Glossary, you can also add sub-elements in a Button’s hierarchy, such as a Label or Image, to provide additional information to the user if you want to have more fine-grained control over the appearance and behavior of those elements.
In general, use sub-elements in the following situations:
Use properties for the following purposes:
The following UXML example creates a Button:
<UXML xmlns="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements">
<Button text="UXML Button" name="the-uxml-button" />
</UXML>
The following C# example illustrates some of the customizable functionalities of the Button:
/// <sample>
// Action to perform when button is pressed.
// Toggles the text on all buttons in 'container'.
Action action = () =>
{
container.Query<Button>().ForEach((button) =>
{
button.text = button.text.EndsWith("Button") ? "Button (Clicked)" : "Button";
});
};
// Get a reference to the Button from UXML and assign it its action.
var uxmlButton = container.Q<Button>("the-uxml-button");
uxmlButton.RegisterCallback<MouseUpEvent>((evt) => action());
// Create a new Button with an action and give it a style class.
var csharpButton = new Button(action) { text = "C# Button" };
csharpButton.AddToClassList("some-styled-button");
container.Add(csharpButton);
/// </sample>
To try this example live in Unity, go to Window > UI Toolkit > Samples.
C# class: Button
Namespace: UnityEngine.UIElements
Base class: TextElement
This element has the following member attributes:
Name | Type | Description |
---|---|---|
icon-image |
Object |
The Texture, Sprite, or VectorImage that will represent an icon within a Button element. |
This element inherits the following attributes from its base class:
Name | Type | Description |
---|---|---|
binding-path |
string |
Path of the target property to be bound. |
display-tooltip-when-elided |
boolean |
When true, a tooltip displays the full version of elided text, and also if a tooltip had been previously provided, it will be overwritten. |
emoji-fallback-support |
boolean |
Specifies the order in which the system should look for Emoji characters when rendering text. If this setting is enabled, the global Emoji Fallback list will be searched first for characters defined as Emoji in the Unicode 14.0 standard. |
enable-rich-text |
boolean |
When false, rich text tags will not be parsed. |
focusable |
boolean |
True if the element can be focused. |
parse-escape-sequences |
boolean |
Specifies whether escape sequences are displayed as is or if they are replaced by the character they represent. |
tabindex |
int |
An integer used to sort focusables in the focus ring. Must be greater than or equal to zero. |
text |
string |
The text to be displayed. Changing this value will implicitly invoke the INotifyValueChanged_1.value setter, which will raise a ChangeEvent_1 of type string. |
This element also inherits the following attributes from VisualElement
:
Name | Type | Description |
---|---|---|
content-container |
string |
Child elements are added to it, usually this is the same as the element itself. |
data-source |
Object |
Assigns a data source to this VisualElement which overrides any inherited data source. This data source is inherited by all children. |
data-source-path |
string |
Path from the data source to the value. |
data-source-type |
System.Type |
The possible type of data source assignable to this VisualElement. This information is only used by the UI Builder as a hint to provide some completion to the data source path field when the effective data source cannot be specified at design time. |
language-direction |
UIElements.LanguageDirection |
Indicates the directionality of the element’s text. The value will propagate to the element’s children. Setting the languageDirection to RTL adds basic support for right-to-left (RTL) by reversing the text and handling linebreaking and word wrapping appropriately. However, it does not provide comprehensive RTL support, as this would require text shaping, which includes the reordering of characters, and OpenType font feature support. Comprehensive RTL support is planned for future updates, which will involve additional APIs to handle language, script, and font feature specifications. To enhance the RTL functionality of this property, users can explore available third-party plugins in the Unity Asset Store and make use of ITextElementExperimentalFeatures.renderedText
|
name |
string |
The name of this VisualElement. Use this property to write USS selectors that target a specific element. The standard practice is to give an element a unique name. |
picking-mode |
UIElements.PickingMode |
Determines if this element can be pick during mouseEvents or IPanel.Pick queries. |
style |
string |
Sets the VisualElement style values. |
tooltip |
string |
Text to display inside an information box after the user hovers the element for a small amount of time. This is only supported in the Editor UI. |
usage-hints |
UIElements.UsageHints |
A combination of hint values that specify high-level intended usage patterns for the VisualElement . This property can only be set when the VisualElement is not yet part of a Panel . Once part of a Panel , this property becomes effectively read-only, and attempts to change it will throw an exception. The specification of proper UsageHints drives the system to make better decisions on how to process or accelerate certain operations based on the anticipated usage pattern. Note that those hints do not affect behavioral or visual results, but only affect the overall performance of the panel and the elements within. It’s advised to always consider specifying the proper UsageHints , but keep in mind that some UsageHints might be internally ignored under certain conditions (e.g. due to hardware limitations on the target platform). |
view-data-key |
string |
Used for view data persistence, such as tree expanded states, scroll position, or zoom level. This key is used to save and load the view data from the view data store. If you don’t set this key, the persistence is disabled for the associated VisualElement . For more information, refer to View data persistence. |
The following table lists all the C# public property names and their related USS selector.
C# property | USS selector | Description |
---|---|---|
ussClassName |
.unity-button |
USS class name of elements of this type. Unity adds this USS class to every instance of the Button element. Any styling applied to this class affects every button located beside, or below the stylesheet in the visual tree. |
iconUssClassName |
.unity-button--with-icon |
The USS class name for Button elements with an icon. Unity adds this USS class to an instance of the Button element if the instance’s Button.iconImage property contains a valid Texture. Any styling applied to this class affects every button with an icon located beside, or below the stylesheet in the visual tree. |
ussClassName |
.unity-text-element |
USS class name of elements of this type. |
selectableUssClassName |
.unity-text-element__selectable |
USS class name of selectable text elements. |
disabledUssClassName |
.unity-disabled |
USS class name of local disabled elements. |
You can also use the Matching Selectors section in the Inspector or the UI Toolkit Debugger to see which USS selectors affect the components of the VisualElement
at every level of its hierarchy.