Version: 2021.3+
The example demonstrates how to create bindings among a custom Inspector, a custom Editor, and serialized objects.
This example creates the following:
InspectorElement
.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. Before you start, get familiar with the following:
Define a custom Inspector UI class called TankScript
, style it with USS, and set the visual elements and the binding path in UXML.
In your Project window, create a folder named create-a-binding-inspector
to store all your files.
Create a C# script named TankScript.cs
and replace its content with the following:
using UnityEngine;
[ExecuteInEditMode]
public class TankScript : MonoBehaviour
{
public string tankName = "Tank";
public float tankSize = 1;
private void Update()
{
gameObject.name = tankName;
gameObject.transform.localScale = new Vector3(tankSize, tankSize, tankSize);
}
}
In the create-a-binding-inspector folder, create a folder named Editor
.
In the Editor folder, create a USS file named tank_inspector_styles.uss
and replace its contents with the following:
.container {
background-color: rgb(80, 80, 80);
flex-direction: column;
}
Label {
background-color: rgb(80, 80, 80);
}
TextField:hover {
background-color: rgb(255, 255, 0);
}
FloatField {
background-color: rgb(0, 0, 255);
}
Create a UXML file named tank_inspector_uxml.uxml
and replace its contents with the following:
<UXML xmlns="UnityEngine.UIElements" xmlns:ue="UnityEditor.UIElements">
<Style src="tank_inspector_styles.uss" />
<VisualElement name="row" class="container">
<Label text="Tank Script - Custom Inspector" />
<ue:PropertyField binding-path="tankName" name="tank-name-field" />
<ue:PropertyField binding-path="tankSize" name="tank-size-field" />
</VisualElement>
</UXML>
Create a C# script to register the custom Inspector for TankScript
. You don’t need to call the Bind()
method as binding in the Inspector window is implicit.
Create a C# script named TankEditor.cs
and replace its contents with the following:
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
[CustomEditor(typeof(TankScript))]
public class TankEditor : Editor
{
[SerializeField]
VisualTreeAsset visualTree;
public override VisualElement CreateInspectorGUI()
{
var uxmlVE = visualTree.CloneTree();
return uxmlVE;
}
}
In the Project window, select TankEditor.cs
.
Drag tank_inspector_uxml.uxml
to Visual Tree in the Inspector.
Drag tank_inspector_styles.uss
to Style Sheet in the Inspector.
TankScript.cs
to Add Component in the Inspector. This generates the Tank Script component in the Inspector.InspectorElement
Create a custom Editor window with two fields that bind to the TankScript
object. Create a C# script that calls the InspectorElement
constructor. The InspectorElement
creates the UI and automatically binds the UI to objects.
Create a C# file named SimpleBindingExampleInspectorElement.cs
and replace its contents with the following:
using UnityEditor;
using UnityEngine;
using UnityEditor.UIElements;
namespace UIToolkitExamples
{
public class SimpleBindingExampleInspectorElement : EditorWindow
{
[MenuItem("Window/UIToolkitExamples/Simple Binding Example Inspector Element")]
public static void ShowDefaultWindow()
{
var wnd = GetWindow<SimpleBindingExampleInspectorElement>();
wnd.titleContent = new GUIContent("Simple Binding with Inspector Element");
}
TankScript m_Tank;
public void OnEnable()
{
m_Tank = FindObjectOfType<TankScript>();
if (m_Tank == null)
return;
var inspector = new InspectorElement(m_Tank);
rootVisualElement.Add(inspector);
}
}
}
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