Version: 2021.3+
This example demonstrates how to create a binding and set the binding path with UXML, and call the Bind()
method with a C# script.
This example creates a custom Editor window with a TextField that binds to the name property of any GameObject in a scene.
You can find the completed files that this example creates in this GitHub repository.
This guide is for developers familiar with the Unity Editor, UI Toolkit, and C# scripting. You are recommended to have a basic understanding of the following:
Define the visual elements and the binding path in UXML.
Create a project in Unity with any template.
In your Project window, create a folder named bind-with-uxml-csharp
folder to store all your files.
Create a UI Document named binding_example.uxml
and replace its content with the following:
<UXML xmlns:ui="UnityEngine.UIElements">
<ui:VisualElement name="top-element">
<ui:Label name="top-label" text="UXML-Defined Simple Binding"/>
<ui:TextField name="GameObjectName" label="Name" text="" binding-path="m_Name"/>
</ui:VisualElement>
</UXML>
Create the binding in a C# script and make an explicit call to the Bind()
method.
Create a folder named Editor
.
In the Editor folder, create a C# script file named SimpleBindingExampleUXML.cs
.
Replace the contents of SimpleBindingExampleUXML.cs
with the following:
using UnityEditor;
using UnityEngine;
using UnityEditor.UIElements;
using UnityEngine.UIElements;
namespace UIToolkitExamples
{
public class SimpleBindingExampleUXML : EditorWindow
{
[SerializeField]
VisualTreeAsset visualTree;
[MenuItem("Window/UIToolkitExamples/Simple Binding Example UXML")]
public static void ShowDefaultWindow()
{
var wnd = GetWindow<SimpleBindingExampleUXML>();
wnd.titleContent = new GUIContent("Simple Binding UXML");
}
public void CreateGUI()
{
visualTree.CloneTree(rootVisualElement);
OnSelectionChange();
}
public void OnSelectionChange()
{
GameObject selectedObject = Selection.activeObject as GameObject;
if (selectedObject != null)
{
// Create the SerializedObject from the current selection
SerializedObject so = new SerializedObject(selectedObject);
// Bind it to the root of the hierarchy. It will find the right object to bind to.
rootVisualElement.Bind(so);
}
else
{
// Unbind the object from the actual visual element
rootVisualElement.Unbind();
// Clear the TextField after the binding is removed
var textField = rootVisualElement.Q<TextField>("GameObjectName");
if (textField != null)
{
textField.value = string.Empty;
}
}
}
}
}
In the Project window, select SimpleBindingExampleUXML.cs
and drag binding_example.uxml
to the Visual Tree field in the Inspector.