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Migrate custom controls from an earlier version to Unity 6

Compare the conventional custom control authoring process with the new revamped workflow in Unity 6.
Read time 3 minutesLast updated 25 days ago

Unity 6 introduces improvements that simplify the creation of custom controls. This guide explains how to migrate custom controls from previous versions to Unity 6’s revamped workflow.

Old system

Previously, creating a custom control required using the
UxmlTraits
class to define attributes. The following example demonstrates this approach for a
ProgressBar
control.
The examples focus on attribute authoring and don't include the behavior of the control. It creates a
UxmlTraits
class that defines the attributes of the
ProgressBar
control. For each attribute, the class specifies the following:
  • Its type
  • Default value
  • Name
Then, it gets the value for each attribute and assigns it to the element. It also adds a
UxmlFactory
class that creates instances of the element.
using UnityEngine.UIElements;public class ProgressBar : VisualElement{ public new class UxmlFactory : UxmlFactory<ProgressBar, UxmlTraits> { } public new class UxmlTraits : BindableElement.UxmlTraits { UxmlFloatAttributeDescription m_LowValue = new UxmlFloatAttributeDescription { name = "low-value", defaultValue = 0 }; UxmlFloatAttributeDescription m_HighValue = new UxmlFloatAttributeDescription { name = "high-value", defaultValue = 100 }; UxmlFloatAttributeDescription m_Value = new UxmlFloatAttributeDescription { name = "value", defaultValue = 0 }; UxmlStringAttributeDescription m_Title = new UxmlStringAttributeDescription() { name = "title", defaultValue = string.Empty }; public override void Init(VisualElement ve, IUxmlAttributes bag, CreationContext cc) { base.Init(ve, bag, cc); var bar = ve as ProgressBar; bar.lowValue = m_LowValue.GetValueFromBag(bag, cc); bar.highValue = m_HighValue.GetValueFromBag(bag, cc); bar.value = m_Value.GetValueFromBag(bag, cc); bar.title = m_Title.GetValueFromBag(bag, cc); } } public string title { get; set; } public float lowValue { get; set; } public float highValue { get; set; } public float value { get; set; }}

Unity 6 system

Unity 6 simplifies custom control creation with the
UxmlElement
and
UxmlAttribute
attributes, eliminating the need for
UxmlTraits
and
UxmlFactory
. The new system streamlines the process by automatically handling the conversion of values to and from UXML attribute strings.
The following shows the updated the
ProgressBar
example:
using UnityEngine.UIElements;[UxmlElement]public partial class ProgressBar : VisualElement{ [UxmlAttribute] public string title { get; set; } [UxmlAttribute] public float lowValue { get; set; } [UxmlAttribute] public float highValue { get; set; } = 100; [UxmlAttribute] public float value { get; set; }}

Key changes

Here's the key changes:

UXML usage

The UXML usage remains the same for both systems:
<ui:UXML xmlns:ui="UnityEngine.UIElements"> <ProgressBar title="My Progress bar" low-value="0" high-value="1" value="0.5" /></ui:UXML>

Important considerations

If an element lacks the
UxmlElement
attribute, Unity defaults to the
UxmlTraits
and
UxmlFactory
systems for serialization. Ensure consistency by using a single serialization approach per visual element. While both systems can coexist in a UXML file, don't mix them with a single element.
After migrating to the new system, reimport UXML assets to match the updated code. While this process happens automatically, but any previously built Asset Bundles containing UXML files need to be rebuilt to function correctly.

Additional resources