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 low and high values for the ProgressBar. The ProgressBar’s current value is constrained within these bounds. 0
is the lowest value that the ProgressBar can have.
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");
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# class: ProgressBar
Namespace: UnityEngine.UIElements
Base class: AbstractProgressBar
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. |
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.
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.