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Bind with binding path in C# script

Use bindingPath to create a binding that changes the name of a GameObject in a custom Editor window.
Read time 2 minutesLast updated a month ago

Version: 2021.3+
This example demonstrates how to bind with the binding path in a C# script.

Example overview

This examples create a custom Editor window to change the name of a GameObject.

Displays a Unity Editor window with a custom field to change the name of a GameObject.

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:

Bind with the binding path

Create a custom Editor window in C# with a
TextField
. Set the binding path to the name property of a GameObject and make an explicit call to the
Bind()
method.
  1. Create a project in Unity with any template.
  2. In your Project window, create a folder named
    bind-with-binding-path
    folder to store your file.
  3. In the bind-with-binding-path folder, create a folder named
    Editor
    .
  4. In the Editor folder, create a C# script named
    SimpleBindingExample.cs
    and replace its contents with the following:
    using UnityEditor;using UnityEngine;using UnityEditor.UIElements;using UnityEngine.UIElements;namespace UIToolkitExamples{ public class SimpleBindingExample : EditorWindow { TextField m_ObjectNameBinding; [MenuItem("Window/UIToolkitExamples/Simple Binding Example")] public static void ShowDefaultWindow() { var wnd = GetWindow<SimpleBindingExample>(); wnd.titleContent = new GUIContent("Simple Binding"); } public void CreateGUI() { m_ObjectNameBinding = new TextField("Object Name Binding"); // Note: the "name" property of a GameObject is "m_Name" in serialization. m_ObjectNameBinding.bindingPath = "m_Name"; rootVisualElement.Add(m_ObjectNameBinding); 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); // Alternatively you can instead bind it to the TextField itself. // m_ObjectNameBinding.Bind(so); } else { // Unbind the object from the actual visual element that was bound. rootVisualElement.Unbind(); // If you bound the TextField itself, you'd do this instead: // m_ObjectNameBinding.Unbind(); // Clear the TextField after the binding is removed m_ObjectNameBinding.value = ""; } } }}

Test the binding

  1. In Unity, select Window > UIToolkitExamples > Simple Binding Example. A custom Editor window appears with a text field.
  2. Select any GameObject in your scene. The name of the GameObject appears in your Editor window's text field. If you change the name of the GameObject in the text field, the name of the GameObject changes.

Additional resources