Version: Unity 6.2 (6000.2)
Language : English
Layout events
Input events

Focus events

Focus events occur when an element gains or loses focus.

Focus events are useful when you need to change focus to and away from visual elementsA 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
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. Controls often use focus events to change their contents, depending on the focus state. For example, a text field can display placeholder text while it isn’t in focus, or it can react to the FocusInEvent to clear the placeholder text.

Focus can change on a visual element from user interactions, such as tabbing or clicking, or using C# scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
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with element.Focus().

Focus events separate into two distinct types:

  • FocusOutEvent and FocusInEvent are sent along the propagation path just before a focus change occurs.
  • FocusEvent and BlurEvent are sent to the event target, immediately after the change in focus.

The base class for all focus events is FocusEventBase.

Event Description Trickles down Bubbles up Cancellable
FocusOutEvent Sent before an element loses focus.
FocusInEvent Sent before an element gains focus.
BlurEvent Sent after an element has lost focus.
FocusEvent Sent after an element has gained focus.

Unique properties

The following section explains relevant properties unique to focus events. This isn’t a complete list of all properties within the focus event family. For a full list, refer to FocusEventBase.

relatedTarget: Contains the visual element that’s the secondary target of an event. For FocusOut and Blur events, it contains the element that gains focus. For FocusIn and Focus events, it contains the element that loses focus.

Event target relatedTarget
Blur The element that loses focus. The element that gains focus.
Focus The element that gains focus. The element that loses focus.
focusIn The element that gains focus. The element that loses focus.
focusOut The element that loses focus. The element that gains focus.

Event list

FocusOutEvent

The FocusOutEvent is sent when an element is about to lose focus.

target: The element that will lose focus.

relatedTarget: The element that will gain focus.

FocusInEvent

The FocusInEvent is sent when an element is about to gain focus.

target: The element that will gain focus.

relatedTarget: The element that will lose focus.

BlurEvent

The BlurEvent is sent after an element lost focus.

target: The element that lost focus.

relatedTarget: The element that gained focus.

FocusEvent

The FocusEvent is sent after an element gained focus.

target: The element that gained focus.

relatedTarget: The element that lost focus.

Examples

The following example shows how to use placeholder text in a text field. When the text field is in focus, FocusInEvent fires and clears the placeholder text. FocusOutEvent toggles the placeholder mode based on the text field contents.


using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;

public class PlaceHolderExample : EditorWindow
{
    [MenuItem("Window/UI Toolkit/PlaceHolderExample")]
    public static void ShowExample()
    {
        PlaceHolderExample wnd = GetWindow<PlaceHolderExample>();
        wnd.titleContent = new GUIContent("PlaceHolderExample");
    }

    // Tracks whether the placeholder text is currently shown.
    private bool placeHolderMode = true;
    // The placeholder text to display when the field is empty.
    private const string placeHolderText = "Write here";

    public void CreateGUI()
    {
        // Create a new TextField and set its value to the placeholder text.
        TextField textField = new TextField();
        textField.value = placeHolderText;
        rootVisualElement.Add(textField);

        // Register callbacks for focus in and out events to manage placeholder behavior.
        textField.RegisterCallback<FocusInEvent>(OnFocusInTextField);
        textField.RegisterCallback<FocusOutEvent>(OnFocusOutTextField);
    }

    // Called when the TextField receives focus.
    private void OnFocusInTextField(FocusInEvent evt)
    {
        // If the placeholder is active, clear the text so the user can start typing.
        if (placeHolderMode)
        {
            var textField = evt.target as TextField;
            if (textField != null)
            {
                textField.value = "";
            }
        }
    }

    // Called when the TextField loses focus.
    private void OnFocusOutTextField(FocusOutEvent evt)
    {
        // If the field is empty after losing focus, restore the placeholder text.
        var textField = evt.currentTarget as TextField;
        if (textField != null)
        {
            placeHolderMode = string.IsNullOrEmpty(textField.value);
            if (placeHolderMode)
                textField.value = placeHolderText;
        }
    }
}

Additional resources

Layout events
Input events