This page lists a collection of examples that you can build with UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary Toolkit:
List and tree views
Basic binding examples
|Bind with binding path in C# script
bindingPath to create a binding that changes the name of a GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary in a custom Editor window.
|Bind without the binding path
BindProperty() to create a binding that changes the name of a GameObject in a custom Editor window.
|Bind with UXML and C#
||Create a binding and set the binding path in UXML, and bind with
Bind() in C#.
|Create a binding with the Inspector
||Create a binding that binds among a custom InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
See in Glossary, a custom Editor, and serialized objects.
|Bind to nested properties
binding-path attribute of a BindableElement in UXML to bind fields to nested properties of a SerializedObject
|Bind to a UXML template
||Create a binding and set binding paths with UXML templates.
|Receive callbacks when a bound property changes
||Creates a custom Editor window with a TextField that binds to the name of a GameObject in a sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary.
|Receive callbacks when any bound properties change
||Create a custom Inspector with two fields that warns the user if the values of the fields fall outside certain ranges.
Advanced binding examples