Version: Unity 6.1 Alpha (6000.1)
Language : English
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ProgressBar

A ProgressBar element displays the progress of an ongoing task or process. Use it to provide visual feedback to the user about the progress of a task, such as file downloads, game level loading, or any other task that might take a while to complete.

You can set a lower and upper value for the ProgressBar. The ProgressBar’s current value is constrained within these bounds. If you set the value of the ProgressBar equal to the lower value, the bar is at the start. If you set the value of the ProgressBar equal to the upper value, the bar is at the end.

Create a ProgressBar

You can create a ProgressBar with UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary
Builder, UXML, and C#.

To create a ProgressBar with C#, create a new instance of a ProgressBar object. For example:

ProgressBar myElement = new ProgressBar("Label text");

Customize the bar

To change the style of the bar, use the .unity-progress-bar__progress USS selector. For example, the following USS changes the size and the color of the bar:

.unity-progress-bar__progress {
    width: 20px;
    height: 50px;
    background-color: yellow;
}

C# base class and namespace

C# class: ProgressBar
Namespace: UnityEngine.UIElements
Base class: AbstractProgressBar

Inherited UXML attributes

This element inherits the following attributes from its base class:

Name Type Description
binding-path string Path of the target property to be bound.
focusable boolean True if the element can be focused.
high-value float Sets the maximum value of the ProgressBar.
low-value float Sets the minimum value of the ProgressBar.
tabindex int An integer used to sort focusables in the focus ring. Must be greater than or equal to zero.
title string Sets the title of the ProgressBar that displays in the center of the control.
value float Sets the progress value. If the value has changed, dispatches an ChangeEvent_1 of type float.

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.

USS classes

The following table lists all the C# public property names and their related USS selector.

C# property USS selector Description
ussClassName .unity-progress-bar USS Class Name used to style the ProgressBar.
containerUssClassName .unity-progress-bar__container USS Class Name used to style the container of the ProgressBar.
titleUssClassName .unity-progress-bar__title USS Class Name used to style the title of the ProgressBar.
titleContainerUssClassName .unity-progress-bar__title-container USS Class Name used to style the container of the title of the ProgressBar.
progressUssClassName .unity-progress-bar__progress USS Class Name used to style the progress bar of the ProgressBar.
backgroundUssClassName .unity-progress-bar__background USS Class Name used to style the background of the ProgressBar.
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.

Additional resources

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