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Unity Engine


Introduction to USS built-in variables

Understand built-in USS variables and how to specify default values for Editor and runtime UI.
読み終わるまでの所要時間 5 分最終更新 21日前

USS built-in variables specify default values for Editor and runtime UI. You can use these variables in your own USS to match your custom interfaces with Unity style.
The name of each built-in variable indicates how and where the variable is used. A variable name consists of one or more parts, separated by hyphens. Each part consists of one or more words separated by underscores.
--unity-{group}-{role_and_control}-{sub_element}-{pseudo_state_sequence}
Each part of the name shows the types of USS rules that use the variable.
  • Group: The kind of data the variable represents.
  • Role/Control: A conceptual grouping for the elements the variable affects.
  • Sub-Element: An element or control the variable affects.
  • Pseudo States: Lists the states Unity uses the variable for.
For example, the following variable name:
--unity-colors-button-text-hover
Provides the following information about how Unity uses the variable:

Value

Meaning

Group
colors
Represents color data.
Role/Control
button
Affects buttons.
Sub-Element
text
Affects text. Its
group
is
colors
, so it affects text color.
Pseudo-States
hover
Applies to elements when the mouse pointer hovers over them.
This USS built-in variable changes the color of button text when a user hovers over the button.

Group

The group specifies what kind of data the variable represents. Each group has several possible sub-elements.
The variable names have the following groups:

Group

Used for

colors
Color properties, such as
background-color
and
border-color
metrics
Properties that control dimensions and shapes. For example,
border-radius
,
border-width
,
margin
, and
padding
icons
Standard Unity icon images

Role and Control

Roles and controls are two ways of grouping elements conceptually.
  • Role refers to a group of elements that have the same purpose, regardless of what type each element is. For example, the
    error
    role includes all elements that display error messages to users.
  • Control refers to a group of elements of the same type, regardless of what they do. For example,
    buttons
    includes all buttons in the Editor.
Each variable has either a role or a control.
The variable names have the following roles and controls:

Roles

Role

Description

default
Default style settings such as text color, background, and margin.
alternated_rows
Elements that display tabular data with alternating row colors. For example, list items in a list view.
error
Elements that communicate error states to users.
highlight
Highlighted parts of the UI. For example, text selections, or selected items in tree views.
link
Parts of the UI (typically text) that are clickable links. This is the un-clicked state.
play_mode
Elements displayed when the Editor is in Play mode.
visited_link
Parts of the UI, typically text, that are clickable links that a user has already clicked.
warning
Elements that communicate a warning message to users.

Controls

Control

Description

app_toolbar
The main Unity toolbar
app_toolbar_button
Buttons in the main Unity toolbar
box
Boxes used to group elements in the Editor UI
button
Buttons in the UI, except for toolbars
dropdown
Dropdown lists or menus
helpbox
Boxes used to display help information
input_field
Fields used to input text or numeric values
label
Text labels in the Editor UI
object_field
Fields used for object values. For example, property values for a GameObject or Asset.
popup
Popup menu and other popup controls
preview
Views used to display previews. For example, of Assets such as meshes and textures.
scrollbar_groove
The background element of a scrollbar in which users drag the scrollbar thumb
scrollbar_thumb
The draggable handle element in a scrollbar
slider_groove
The background element of a slider in which users drag the slider thumb
slider_thumb
The draggable handle element in a slider
slider_thumb_halo
An overlay displayed around the slider thumb when the user drags it
tab
Tab items in tab controls
toolbar
Any Editor toolbar except for the main Unity toolbar (
app_toolbar
)
toolbar_button
Buttons in an Editor toolbar
window
Editor windows

Sub-Element

The sub-element is the part of an element that the variable affects. Together with a variable's
group
, the sub-element shows what kind of data the variable represents.
For example, when you see a variable name with the
colors
group and the
text
sub-element, it means Unity uses the variable in styles that affect text color.
The variable names have the following sub-elements:

Colors group

Sub-element

Description

background
An element's background color
border
An element's outer border color
border_accent
An element's inner border color. For example, Inspector windows have a two-tone border
text
Text color for elements that display text

Metrics group

Sub-element

Description

margin_{left, top, right, bottom}
An element's margin values
padding_{left, top, right, bottom}
An element's padding values
border_{left, top, right, bottom}_width
An element's border width values
border_{left_top, left_bottom, right_top, right_bottom}_radius
An element's border radius values values
width, height
An element's width and height values

Pseudo-States

The pseudo-state sequence is a list of UI states that Unity uses a variable for.
For example, when you see a variable name with the
hover
pseudo state, it means Unity uses the variable in styles that affect elements when a user hovers the pointer over them.
For example:
--unity-colors-toolbar_button-text-hover
.
A variable name can have more than one pseudo-state. Multiple pseudo states appear in alphabetical order, separated by underscores
_
.
For example:
--unity-colors-toolbar_button-text-focus_selected
.
Unity variable names can have any combination of the following pseudo-states:

Pseudo-state

Description

(none)Normal state
checked
A checkbox-type control is checked
disabled
A control is disabled
focus
A control has focus
hover
A user hovers over a control
inactive
A control doesn't have focus
pressed
A control is pressed
selected
A control is selected

Additional resources