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Unity Engine


Handle event callbacks and value changes

Learn how to handle event callbacks and value changes.
Read time 4 minutesLast updated 22 days ago

Events in UI Toolkit are similar to HTML events. When an event occurs, UI Toolkit sends it to the target visual element and all elements within the propagation path in the visual tree.
The event handling sequence is as follows:
  1. Execute event callbacks on elements from the root element down to the event target. This is the trickle-down phase of the dispatch process.
  2. Execute event callbacks on elements from the event target up to the root. This is the bubble-up phase of the dispatch process.
As an event moves along the propagation path, the
Event.currentTarget
property updates to the element currently handling the event. Within an event callback function:
  • Event.currentTarget
    is the visual element that the callback registers on.
  • Event.target
    is the visual element where the original event occurs.
For more information, refer to Dispatching events.

Register an event callback

You can register an event callback to customize the behavior of an individual instance of an existing class, such as reacting to a mouse click on a text label. To register a callback for an event, use the
RegisterCallback()
method to register the callback directly on the element.
Each element along the propagation path (except the target) can receive an event twice:
  • Once during the trickle-down phase.
  • Once during the bubble-up phase.
For events that don't propagate outside their target, only the target's callbacks execute. The two-phase order still applies: callbacks registered with
TrickleDown.TrickleDown
run before those registered with the default
TrickleDown.NoTrickleDown
.
However, if you want a parent element to react before its child, register your callback with the
TrickleDown.TrickleDown
option like this:
using UnityEngine;using UnityEngine.UIElements;...VisualElement myElement = new VisualElement();// Register a callback for the trickle-down phase.myElement.RegisterCallback<PointerDownEvent>(MyCallback, TrickleDown.TrickleDown);...
To add a custom behavior to a specific visual element, register an event callback on that element like this:
// Register a callback on a pointer down eventmyElement.RegisterCallback<PointerDownEvent>(MyCallback);
The signature for the callback function looks like this:
void MyCallback(PointerDownEvent evt) { /* ... */ }
For an element whose child elements handle the event, to register a callback, use the
Q()
method to find the child element and register the callback on it.
The following example registers a callback on a slider's drag container element to handle the pointer up event for the slider. In this case, you must register the callback on the drag container element instead of the slider itself because the drag container captures the pointer during pointer down events, which makes it the only receiver for the next pointer up event.
var dragContainer = slider.Q("unity-drag-container");dragContainer.RegisterCallback<PointerUpEvent> ( evt => Debug.Log("PointerUpEvent"));
Note
You can register multiple callbacks for an event. However, you can only register the same callback function on the same event and propagation phase once.
To remove a callback from a
VisualElement
, call the
myElement.UnregisterCallback()
method.
For information on how to get access to a visual element from a MonoBehaviour, refer to Get started with runtime UI.

Send custom data to an event callback

You can send custom data along with the callback to an event. To attach custom data, you must extend the call to register the callback.
The following example registers a callback for
PointerDownEvent
and sends custom data to the callback function:
// Send user data along to the callbackmyElement.RegisterCallback<PointerDownEvent, MyType>(MyCallbackWithData, myData);
The signature for the callback function looks like this:
void MyCallbackWithData(PointerDownEvent evt, MyType data) { /* ... */ }

Manage the value of a control

UI controls use the
value
property to hold data for their internal state. For example:
  • A
    Toggle
    holds a Boolean value that changes when the
    Toggle
    is turned on or off.
  • An
    IntegerField
    holds an integer that holds the field's value.
To get the value of a control:
  • Get the value from the control directly:
    int val = myIntegerField.value;
    .
  • Listen to a
    ChangeEvent
    sent by the control and process the change when it happens. You must register your callback to the event like this:
    //RegisterValueChangedCallback is a shortcut for RegisterCallback<ChangeEvent>.//It constrains the right type of T for any VisualElement that implements an//INotifyValueChange interface.myIntegerField.RegisterValueChangedCallback(OnIntegerFieldChange);
    The signature for the callback function looks like this:
    void OnIntegerFieldChange(ChangeEvent<int> evt) { /* ... */ }
ChangeEvent
propagates along the visual tree. If you register a callback on a container or another ancestor, the same handler can run for value changes that originate from child controls; use
evt.target
to tell which control dispatched the event, and
evt.currentTarget
to see where the callback was registered. Avoid updating unrelated controls in a value-changed handler in ways that trigger nested value changes unless you intend that flow. For details, refer to Change events and Dispatch events.
To change the value of a control:
  • Directly change the
    value
    variable:
    myControl.value = myNewValue;
    . This triggers a new
    ChangeEvent
    .
  • Use
    myControl.SetValueWithoutNotify(myNewValue);
    . This doesn't trigger a new
    ChangeEvent
    .
For more information, refer to Change events

Additional resources