The UXML format is inspired by HTML, XAML, and XML. If you’ve worked with these formats before, you’ll find similarities in UXML. However, the UXML format includes small differences to provide an efficient way to work with Unity. This page introduces the format of UXML by an example.
The following is an example UXML file. It contains several built-in UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary controls that prompt the user to make a choice:
<?xml version="1.0" encoding="utf-8"?> <engine:UXML xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:engine="UnityEngine.UIElements" xmlns:editor="UnityEditor.UIElements" xsi:noNamespaceSchemaLocation="../../UIElementsSchema/UIElements.xsd" > <engine:Box> <engine:Toggle name="boots" label="Boots" value="false" /> <engine:Toggle name="helmet" label="Helmet" value="false" /> <engine:Toggle name="cloak" label="Cloak of invisibility" value="false"/> </engine:Box> <engine:Box> <engine:Button name="cancel" text="Cancel" /> <engine:Button name="ok" text="OK" /> </engine:Box> </engine:UXML>
The first line of code in the above UXML example is the UXML declaration. The declaration is optional. If you do include the UXML declaration, you must put it on the first line. A UXML declaration requires a version
. The encoding
attribute is optional in a UXML declaration. If you include the encoding
attribute, you must declare the character encoding of the file.
The next line defines the document root, <engine:UXML>
. The <engine:UXML>
element includes attributes for the namespace prefix definitions and the location of schema definition files. You can specify these attributes in any order.
In UI Toolkit, each element is defined in either the UnityEngine.UIElements
or the UnityEditor.UIElements
namespace:
UnityEngine.UIElements
namespace contains elements that are defined as part of the Unity runtime.UnityEditor.UIElements
namespace contains elements that are available in the Unity Editor. To fully specify an element, you must prefix it with its namespace.For example, if you want to use the Button
element in your UXML template, you must specify <UnityEngine.UIElements:Button />
.
To make specifying namespaces easier, you can define a namespace prefix. For example, xmlns:engine="UnityEngine.UIElements"
defines the engine
prefix as UnityEngine.UIElements
. Once you define a namespace prefix, you can use it to specify namespaces. For example, <engine:Button />
is equivalent to <UnityEngine.UIElements:Button />
You can also define a default namespace by excluding a prefix. For example, xmlns="UnityEngine.UIElements"
defines UnityEngine.UIElements
as the default namespace. This means that specifying, for example, <Button />
is equivalent to <UnityEngine.UIElements:Button />
To create a UXML file with automatically defined namespaces, select Asset > Create > UI Toolkit > UI Document.
Note: If you define your own elements, don’t define the custom control class in the UnityEngine.UIElements
or UnityEditor.UIElements
namespace. Otherwise, UI Builder will hide your custom controls.
The schema definition validates your UXML files. It specifies which attributes and child elements each UXML element can contain.
In a UXML file, the xsi:noNamespaceSchemaLocation
or the xsi:schemaLocation
attributes of the <engine:UXML>
root element specify the location of the schema definition files.
To create a UXML file with the latest schema definition, select Assets > Create > UI Toolkit > UI Document. This creates a file with the xsi:noNamespaceSchemaLocation
attribute for the root element.
Note: If your text editor doesn’t recognize the xsi:noNamespaceSchemaLocation
attribute, use the xsi:schemaLocation
attribute instead.
To force an update of the UXML schema definition, select Assets > Update UXML Schema.
The definition of the UI is within the <engine:UXML>
root. The UI definition is a series of nested UXML elements, each representing a visual element.
The element name corresponds to the C# class name of the element to instantiate. Most elements have attributes and their values are mapped to the corresponding class properties in C#. Each element has its own set of attributes in addition to the inherited attributes of its parent class. VisualElement
is the base class for all elements and it provides the following attributes for all elements:
name
: An identifier for the element. The name should be unique.picking-mode
: Set to either Position
to respond to mouse events or Ignore
to ignore mouse events.focus-index
: (OBSOLETE) Use tabIndex
and focusable
.tabindex
: An integer that defines the tabbing position of the current element.focusable
: A Boolean that indicates whether the element is focusable.class
: A space-separated list of identifiers that characterize the element. Use classes to assign visual styles to elements. You can also use classes to select a set of elements in UQuery.tooltip
: A string that displays as a tooltip when the mouse hovers over the element.view-data-key
: A string that defines the key used for serialization of the element.Did you find this page useful? Please give it a rating:
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