Manual: Bind a custom control to custom data type (original) (raw)
Version: 2021.3+
This example demonstrates how to bind custom controls to custom data types.
Example overview
This example creates a custom data type and a custom control based on three built-in controls. It binds the custom control to the custom data type. The drawer converts between Celsius and Fahrenheit.
Script with a custom control that converts temperature, displayed in the Unity Editor.
You can find the completed files that this example creates in this GitHub repository.
Prerequisites
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 custom data type
Create a custom data type Temperature
, and use it as a serialized property.
- Create a Unity project with any template.
- Create a folder named
bind-custom-data-type
to store all the files. - Create a C# script named
Temperature.cs
and replace its contents with the following:
using System;
namespace UIToolkitExamples
{
public enum TemperatureUnit
{
Celsius,
Farenheit
}
[Serializable]
public struct Temperature
{
public double value;
public TemperatureUnit unit;
}
}
- Create a C# script named
PlanetScript.cs
and replace its contents with the following:
using UnityEngine;
namespace UIToolkitExamples
{
public class PlanetScript : MonoBehaviour
{
public Temperature coreTemperature;
}
}
Create a custom control
Create a custom Editor for Planet
and a custom Property DrawerA Unity feature that allows you to customize the look of certain controls in the Inspector window by using attributes on your scripts, or by controlling how a specific Serializable class should look More info
See in Glossary for Temperature
.
In the custom Property Drawer, implement a button that converts temperature between Fahrenheit and Celsius by writing to properties of SerializedProperty (use doubleValue and enumValueIndex) and then calling SerializedObject.ApplyModifiedProperties().
The custom Property Draweris is considered as a custom control. It’s a built-in control that behaves in a custom way.
- Create a folder named
Editor
. - In the Editor folder, create a C# script named
PlanetEditor.cs
and replace its contents with the following:
using UnityEditor;
using UnityEngine.UIElements;
using UnityEditor.UIElements;
namespace UIToolkitExamples
{
[CustomEditor(typeof(PlanetScript))]
public class PlanetEditor : Editor
{
public override VisualElement CreateInspectorGUI()
{
return new PropertyField(serializedObject.FindProperty("coreTemperature"));
}
}
}
- In the Editor folder, create a C# script named
TemperatureDrawer.cs
and replace its contents with the following:
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
namespace UIToolkitExamples
{
[CustomPropertyDrawer(typeof(Temperature))]
public class TemperatureDrawer : PropertyDrawer
{
public override VisualElement CreatePropertyGUI(SerializedProperty property)
{
var asset = Resources.Load<VisualTreeAsset>("temperature_drawer");
var drawer = asset.Instantiate(property.propertyPath);
drawer.Q<Label>().text = property.displayName;
// Don't allow conversion when you've selected multiple objects in the Inspector
if (!property.serializedObject.isEditingMultipleObjects)
{
drawer.Q<Button>().RegisterCallback<ClickEvent, SerializedProperty>(Convert, property);
}
return drawer;
}
static void Convert(ClickEvent evt, SerializedProperty property)
{
var valueProperty = property.FindPropertyRelative("value");
var unitProperty = property.FindPropertyRelative("unit");
// F -> C
if (unitProperty.enumValueIndex == (int)TemperatureUnit.Farenheit)
{
valueProperty.doubleValue -= 32;
valueProperty.doubleValue *= 5.0d / 9.0d;
unitProperty.enumValueIndex = (int)TemperatureUnit.Celsius;
}
else // C -> F
{
valueProperty.doubleValue *= 9.0d / 5.0d;
valueProperty.doubleValue += 32;
unitProperty.enumValueIndex = (int)TemperatureUnit.Farenheit;
}
// Important: Because you are bypassing the binding system, you must save the modified SerializedObject
property.serializedObject.ApplyModifiedProperties();
}
}
}
Set the binding
Create a UXML file with the following:
- A DoubleField
- An EnumField
- A Button
Set the binding-path
of the two fields to value
and unit
of the Temperature
property.
- In the Editor folder, create a folder named
Resources
. - In the Resources folder, create a UI Document named
temperature_drawer.uxml
and replace its contents with the following:
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../../../UIElementsSchema/UIElements.xsd" editor-extension-mode="False">
<ui:VisualElement class="unity-base-field">
<ui:Label class="unity-base-field__label" />
<ui:VisualElement class="unity-base-field__input" style="flex-direction: row;">
<uie:DoubleField binding-path="value" />
<uie:EnumField binding-path="unit" />
<ui:Button text="Convert" />
</ui:VisualElement>
</ui:VisualElement>
</ui:UXML>
Test the binding
- Create an empty 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 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. - In the Hierarchy, select the GameObject.
- Drag PlanetScript.cs to the 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. This adds a Planet Script component to the GameObject. - Enter a number in the Temperature field and select a unit from the dropdown.
- Select the Convert button to convert between units. If you make changes in the Inspector UI, the
Temperature
property of the custom contol changes.