VisualTreeAsset
class in
UnityEngine.UIElements
/
Inherits from:ScriptableObject
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Description
An instance of this class holds a tree of VisualElementAsset's, created from a UXML file. Each node in the file corresponds to a VisualElementAsset. You can clone a VisualTreeAsset to create a tree of VisualElement's.
Note: You can't generate a VisualTreeAsset from raw UXML at runtime.
The following example loads a VisualTreeAsset from a UXML file in a custom Editor script.
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
public class VisualTreeAssetExample : EditorWindow
{
[MenuItem("Window/VisualTreeAssetExample")]
public static void ShowWindow()
{
var window = GetWindow<VisualTreeAssetExample>();
window.titleContent = new GUIContent("VisualTreeAssetExample");
}
public void CreateGUI()
{
// Load the UXML asset
var visualTree = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>("Assets/Editor/MyCustomEditor.uxml");
if (visualTree != null)
{
// Clone the UXML and add it to the root VisualElement
VisualElement root = visualTree.CloneTree();
rootVisualElement.Add(root);
}
else
{
Debug.LogError("UXML file not found at specified path.");
}
}
}
Public Methods
| Method |
Description |
| CloneTree |
Build a tree of VisualElements from the asset.
|
| Instantiate |
Build a tree of VisualElements from the asset.
|
Inherited Members
Properties
| Property | Description |
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
| name | The name of the object. |
Public Methods
| Method | Description |
| ToString | Returns the name of the object. |
Static Methods
| Method | Description |
| Destroy | Removes a GameObject, component, or asset. |
| DestroyImmediate | Destroys the specified object immediately. Use with caution and in Edit mode only. |
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
| FindAnyObjectByType | Retrieves any active loaded object of Type type. |
| FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
| FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
| Instantiate | Clones the object original and returns the clone. |
| InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
| CreateInstance | Creates an instance of a scriptable object. |
Operators
| Operator | Description |
| bool | Does the object exist? |
| operator != | Compares if two objects refer to a different object. |
| operator == | Compares two object references to see if they refer to the same object. |
Messages
| Message | Description |
| Awake | Called when an instance of ScriptableObject is created. |
| OnDestroy | This function is called when the scriptable object will be destroyed. |
| OnDisable | This function is called when the scriptable object goes out of scope. |
| OnEnable | This function is called when the object is loaded. |
| OnValidate | Editor-only function that Unity calls when the script is loaded or a value changes in the Inspector. |
| Reset | Reset to default values. |