Version: 2023.2+
You can bind to a list without ListView. To do so, bind each element to an item in the array of the serialized object and track the value of the array size. The array size might change in certain situations, such as an undo or reset operation.
This example demonstrates how to bind to a list without ListView.
This example creates a list of TexturePreviewElements and binds the list to an underlying list of Texture2D objects.
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:
Create a C# class that contains a list. This list is the target of the binding.
bind-to-list-without-ListView
to store all your files.TexturePackAsset.cs
and replace its contents with the following:Create a custom control with C# that represents a reference to a 2D texture asset, and style it with USS.
Editor
.TexturePreviewElement.cs
.TexturePreviewElement.cs
with the following:Resources
.texture_preview_element.uss
and replace its contents with the following:Create the custom Editor with a C# script that creates the asset.
To change the size of the textures list when the number of TexturePreviewElements
in the UI changes, call the SetupList()
method and walk through the list of entries in the serialized list.
To bind each TexturePreviewElement
to the list of textures, call BindProperty()
with the property name of TexturePackAsset.textures
.
TexturePackEditor.cs
and replace its contents with the following:texture_pack_editor.uxml
and replace its contents with the following:TexturePackAsset.textures
object changes.Tip: To import some textures and assign them to the different entries in the list, try this free Playground asset store plugin.
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