An ObjectField is an Editor-only element that lets users select a Unity object from a list of available objects. You can use it to select a Unity object to use as a reference, such as a material, a texture, a script, or 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.
Note: To align an element with other fields in an 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 window, simply apply the .unity-base-field__aligned
USS class to it. For more information, refer to BaseField
.
You can create an ObjectField 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, or C#.
To restrict the type of objects that can be selected, use the type
property. In UXML, the format of the type
property is Type Name, Type assembly name
.
Tip: To find the assembly name of a type, use Debug.Log(theType.AssemblyQualifiedName);
or find it in the type’s Script API page.
The following examples create an ObjectField for selecting a 2D texture:
UXML:
<ObjectField type="UnityEngine.Texture2D, UnityEngine.CoreModule" label="Select an object:" />
C#:
using UnityEditor.UIElements;
...
var objectField = new ObjectField();
objectField.objectType = typeof(Texture2D);
objectField.label = "Select an object:";
The following UXML example creates an ObjectField:
<UXML xmlns="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements">
<uie:ObjectField label="UXML Field" name="the-uxml-field" />
</UXML>
The following C# example illustrates some of the customizable functionalities of the MinMaxSlider:
/// <sample>
// Get a reference to the field from UXML and assign a value to it.
var uxmlField = container.Q<ObjectField>("the-uxml-field");
uxmlField.value = new Texture2D(10, 10) { name = "new_texture" };
// Create a new field, disable it, and give it a style class.
var csharpField = new ObjectField("C# Field");
csharpField.SetEnabled(false);
csharpField.AddToClassList("some-styled-field");
csharpField.value = uxmlField.value;
container.Add(csharpField);
// Mirror the value of the UXML field into the C# field.
uxmlField.RegisterCallback<ChangeEvent<Object>>((evt) =>
{
csharpField.value = evt.newValue;
});
/// </sample>
To try this example live in Unity, go to Window > UI Toolkit > Samples.
C# class: ObjectField
Namespace: UnityEditor.UIElements
Base class: BaseField_1
This element has the following member attributes:
Name | Type | Description |
---|---|---|
allow-scene-objects |
boolean |
Allows 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 objects to be assigned to the field. |
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. |
label |
string |
The string representing the label that will appear beside the field. |
tabindex |
int |
An integer used to sort focusables in the focus ring. Must be greater than or equal to zero. |
value |
Object |
The value associated with the field. |
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-object-field |
USS class name of elements of this type. |
labelUssClassName |
.unity-object-field__label |
USS class name of labels in elements of this type. |
inputUssClassName |
.unity-object-field__input |
USS class name of input elements in elements of this type. |
objectUssClassName |
.unity-object-field__object |
USS class name of object elements in elements of this type. |
selectorUssClassName |
.unity-object-field__selector |
USS class name of selector elements in elements of this type. |
ussClassName |
.unity-base-field |
USS class name of elements of this type. |
labelUssClassName |
.unity-base-field__label |
USS class name of labels in elements of this type. |
inputUssClassName |
.unity-base-field__input |
USS class name of input elements in elements of this type. |
noLabelVariantUssClassName |
.unity-base-field--no-label |
USS class name of elements of this type, when there is no label. |
labelDraggerVariantUssClassName |
.unity-base-field__label--with-dragger |
USS class name of labels in elements of this type, when there is a dragger attached on them. |
mixedValueLabelUssClassName |
.unity-base-field__label--mixed-value |
USS class name of elements that show mixed values |
alignedFieldUssClassName |
.unity-base-field__aligned |
USS class name of elements that are aligned in a inspector element |
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.