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Unity Engine


ToggleButtonGroup

UnityEngine.UIElements.ToggleButtonGroup
읽는 시간 3분최근 업데이트: 한 달 전

Use ToggleButtonGroup to enable single or multiple selections from a logical group of Button elements. The ToggleButtonGroup consists of a label and a set of interactable Button elements.
참고
To align an element with other fields in an Inspector window, simply apply the
.unity-base-field__aligned
USS class to it. For more information, refer to
BaseField
.

Create a ToggleButtonGroup

You can create a ToggleButtonGroup with UI Builder, UXML, and C#.
UI Builder
To create a ToggleButtonGroup in UI Builder:
  1. Drag ToggleButtonGroup from the Library panel into the Hierarchy panel.
  2. Add a set of Button elements to the ToggleButtonGroup element as its child elements.
To create a ToggleButtonGroup in UXML, add a ToggleButtonGroup element to a UXML document and add a set of Button elements as its child elements. For example:
C#
To create a ToggleButtonGroup in C#, create a new instance of a ToggleButtonGroup object and add a set of Buttons.
By default, you can select one button at a time. To enable multiple selections, set the
is-multiple-selection
to
true
.
To enable empty selection, set the
allow-empty-selection
to
true
.

Example

The following UXML example creates a ToggleButtonGroup with Buttons:
<UXML xmlns="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements"> <ToggleButtonGroup label="UXML Toggle Button Group"> <Button text="A"/> <Button text="B"/> <Button text="C"/> <Button text="D"/> <Button text="E"/> </ToggleButtonGroup></UXML>
The following USS example styles the ToggleButtonGroup:
.my-custom-style .unity-button-group__button { -unity-font-style: bold;}
The following C# example illustrates some customizable functionalities of the ToggleButtonGroup and its Buttons:
// Create custom buttons with Text value only. var csharpToggleButtonGroupWithButtonTextOnly = new ToggleButtonGroup("C# Toggle Button Group Buttons with Text"); csharpToggleButtonGroupWithButtonTextOnly.Add(new Button() { text = "one", tooltip = "custom button one" }); csharpToggleButtonGroupWithButtonTextOnly.Add(new Button() { text = "two", tooltip = "custom button two" }); container.Add(csharpToggleButtonGroupWithButtonTextOnly); // Create custom buttons with IconImage value only. var csharpToggleButtonGroupWithButtonIconOnly = new ToggleButtonGroup("C# Toggle Button Group Buttons with Icons"); csharpToggleButtonGroupWithButtonIconOnly.Add(new Button() { iconImage = EditorGUIUtility.FindTexture("d_PlayButton"), tooltip = "Play" }); csharpToggleButtonGroupWithButtonIconOnly.Add(new Button() { iconImage = EditorGUIUtility.FindTexture("d_PauseButton"), tooltip = "Pause" }); csharpToggleButtonGroupWithButtonIconOnly.Add(new Button() { iconImage = EditorGUIUtility.FindTexture("d_StepButton"), tooltip = "Step" }); container.Add(csharpToggleButtonGroupWithButtonIconOnly); // Create custom buttons with IconImage and Text. var csharpToggleButtonGroupWithButtonIconAndText = new ToggleButtonGroup("C# Toggle Button Group Buttons with Icons and Text"); csharpToggleButtonGroupWithButtonIconAndText.Add(new Button() { iconImage = EditorGUIUtility.FindTexture("d_PlayButton"), text = "Play", tooltip = "Play" }); csharpToggleButtonGroupWithButtonIconAndText.Add(new Button() { iconImage = EditorGUIUtility.FindTexture("d_PauseButton"), text = "Pause", tooltip = "Pause" }); csharpToggleButtonGroupWithButtonIconAndText.Add(new Button() { iconImage = EditorGUIUtility.FindTexture("d_StepButton"), text = "Step", tooltip = "Step" }); container.Add(csharpToggleButtonGroupWithButtonIconAndText); // Create custom buttons with IconImage, Text and AllowEmptySelection. var csharpToggleButtonGroupSingleSelectionAndAllowEmptySelection = new ToggleButtonGroup("C# Toggle Button Group Buttons with Allow Empty Selection") { allowEmptySelection = true }; csharpToggleButtonGroupSingleSelectionAndAllowEmptySelection.Add(new Button() { iconImage = EditorGUIUtility.FindTexture("d_PlayButton"), text = "Play", tooltip = "Play" }); csharpToggleButtonGroupSingleSelectionAndAllowEmptySelection.Add(new Button() { iconImage = EditorGUIUtility.FindTexture("d_PauseButton"), text = "Pause", tooltip = "Pause" }); csharpToggleButtonGroupSingleSelectionAndAllowEmptySelection.Add(new Button() { iconImage = EditorGUIUtility.FindTexture("d_StepButton"), text = "Step", tooltip = "Step" }); container.Add(csharpToggleButtonGroupSingleSelectionAndAllowEmptySelection); // Create a ToggleButtonGroup that allows multiple active selections. var csharpToggleButtonGroupAllowMultiSelect = new ToggleButtonGroup("C# Toggle Button Group with Multiple Selection Enabled") { isMultipleSelection = true }; csharpToggleButtonGroupAllowMultiSelect.Add(new Button() { text = "X", tooltip = "tooltip text for X" }); csharpToggleButtonGroupAllowMultiSelect.Add(new Button() { text = "Y", tooltip = "tooltip text for Y" }); csharpToggleButtonGroupAllowMultiSelect.Add(new Button() { text = "Z", tooltip = "tooltip text for Z" }); container.Add(csharpToggleButtonGroupAllowMultiSelect); // Create a ToggleButtonGroup that allows multiple active selections and allow empty selection. var csharpToggleButtonGroupAllowMultiSelectWithAllowEmptySelection = new ToggleButtonGroup("C# Toggle Button Group with Multiple Selection and Allow Empty Selection") { isMultipleSelection = true, allowEmptySelection = true }; csharpToggleButtonGroupAllowMultiSelectWithAllowEmptySelection.Add(new Button() { text = "X", tooltip = "tooltip text for X" }); csharpToggleButtonGroupAllowMultiSelectWithAllowEmptySelection.Add(new Button() { text = "Y", tooltip = "tooltip text for Y" }); csharpToggleButtonGroupAllowMultiSelectWithAllowEmptySelection.Add(new Button() { text = "Z", tooltip = "tooltip text for Z" }); container.Add(csharpToggleButtonGroupAllowMultiSelectWithAllowEmptySelection); // Create ToggleButtonGroup with a custom class that sets the text's font style to Bold. var csharpToggleButtonGroupWithCustomClass = new ToggleButtonGroup("C# Toggle Button Group with a Custom Class"); csharpToggleButtonGroupWithCustomClass.AddToClassList("my-custom-style"); csharpToggleButtonGroupWithCustomClass.Add(new Button() { text = "Button A", tooltip = "Bolded font Button A" }); csharpToggleButtonGroupWithCustomClass.Add(new Button() { text = "Button B", tooltip = "Bolded font Button B" }); container.Add(csharpToggleButtonGroupWithCustomClass);
To try this example live in Unity, go to Window > UI Toolkit > Samples.

C# base class and namespace

Namespace:
UnityEngine.UIElements
Base class:
BaseField_1

Member UXML attributes

This element has the following member attributes:

Name

Type

Description

allow-empty-selection
boolean
Allows having all buttons to be unchecked when set to true.

When the property value is false, the control will automatically set the first available button to checked.
is-multiple-selection
boolean
Whether all buttons can be selected.

Inherited UXML attributes

This element inherits the following attributes from its base class:

Name

Type

Description

binding-path
string
Path of the target property to be bound.
focusable
boolean
If false, this prevents the element from being focused.

The element can only be focused if its canGrabFocus property is true.
label
string
The string representing the label that will appear beside the field. If the string is empty, the label element is removed from the hierarchy. If the string is not empty, the label element is added to the hierarchy.
tabindex
int
An integer used to sort focusable elements in the focus ring. Must be greater than or equal to zero.

Setting the
tabIndex
value to less than
0
(for example,
−1
) removes the element from the focus ring and tab navigation.
value
UIElements.ToggleButtonGroupState
The value associated with the field.
This element also inherits the following attributes from
VisualElement
:

Name

Type

Description

content-container
string
Logical container where child elements are added. If a child is added to this element, the child is added to this element's content container instead.

When iterating over the
VisualElement.Children
of an element, the element's content container hierarchy is used instead of the element itself. This can lead to unexpected results, such as elements being ignored by the navigation events if they are not directly in the content container's hierarchy. Refer to
IFocusRing
for more information.

If the content container is the same as the element itself, child elements are added directly to the element. This is true for most elements but can be overridden by more complex types.

The
ScrollView
, for example, has a content container that is different from itself. In that case, child elements added to the scroll view are added to its content container element instead. While the physical parent (
VisualElement.Hierarchy.parent
) of the child elements is the scroll view's content container element, their logical parent (
VisualElement.parent
) still refers to the scroll view itself. Since some of the scroll view's focusable children are not part of its logical hierarchy, like its
Scroller
elements, these focusable children are not considered by default when using sequential navigation. Refer to How can I change what element is focused next for an example of a workaround solution if the default navigation rules don't correspond to your needs.
data-source
Object
Assigns a data source to this VisualElement which overrides any inherited data source. This data source is inherited by all children.
data-source-path
string
Path from the data source to the value.
data-source-type
System.Type
The possible type of data source assignable to this VisualElement.

This information is only used by the UI Builder as a hint to provide some completion to the data source path field when the effective data source cannot be specified at design time.
enabled
boolean
Returns true if the
VisualElement
is enabled locally.

This flag isn't changed if the VisualElement is disabled implicitly by one of its parents. To verify this, use
enabledInHierarchy
.
language-direction
UIElements.LanguageDirection
Indicates the directionality of the element's text. The value will propagate to the element's children.

Setting
languageDirection
to
RTL
can only get the basic RTL support like text reversal. To get more comprehensive RTL support, such as line breaking, word wrapping, or text shaping, you must enable Advance Text Generator.
name
string
The name of this VisualElement.

Use this property to write USS selectors that target a specific element. The standard practice is to give an element a unique name.
picking-mode
UIElements.PickingMode
Determines if this element can be the target of pointer events or picked by
IPanel.Pick
queries.

Elements can not be picked if:

- They are invisible- Their
style.display
is set to
DisplayStyle.None


Elements with a picking mode of
PickingMode.Ignore
never receive the hover pseudo-state.
style
string
Sets the style values on a
VisualElement
.

The returned style data, computed from USS files or inline styles written to this object in C#, doesn't represent the fully resolved styles, such as the final height and width of a VisualElement. To access these fully resolved styles, use
resolvedStyle
.



For information about how to use this property and all the supported USS properties, refer to the Apply styles in C# scripts and USS properties reference manual pages.
tooltip
string
Text to display inside an information box after the user hovers the element for a small amount of time. This is only supported in the Editor UI.
usage-hints
UIElements.UsageHints
A combination of hint values that specify high-level intended usage patterns for the
VisualElement
. This property can only be set when the
VisualElement
is not yet part of a
Panel
. Once part of a
Panel
, this property becomes effectively read-only, and attempts to change it will throw an exception. The specification of proper
UsageHints
drives the system to make better decisions on how to process or accelerate certain operations based on the anticipated usage pattern. Note that those hints do not affect behavioral or visual results, but only affect the overall performance of the panel and the elements within. It's advised to always consider specifying the proper
UsageHints
, but keep in mind that some
UsageHints
might be internally ignored under certain conditions (e.g. due to hardware limitations on the target platform).
view-data-key
string
Used for view data persistence, such as tree expanded states, scroll position, or zoom level.

This key is used to save and load the view data from the view data store. If you don't set this key, the persistence is disabled for the associated
VisualElement
. For more information, refer to View data persistence in the Unity Manual.

USS classes

The following table lists all the C# public property names and their related USS selector.

C# property

USS selector

Description

ussClassName
.unity-toggle-button-group
USS class name of elements for this type.
containerUssClassName
.unity-toggle-button-group__container
USS class name of container element of this type.
ussClassName
.unity-base-field
USS class name of elements of this type.
labelUssClassName
.unity-base-field__label
USS class name of labels in elements of this type.
inputUssClassName
.unity-base-field__input
USS class name of input elements in elements of this type.
noLabelVariantUssClassName
.unity-base-field--no-label
USS class name of elements of this type, when there is no label.
labelDraggerVariantUssClassName
.unity-base-field__label--with-dragger
USS class name of labels in elements of this type, when there is a dragger attached on them.
mixedValueLabelUssClassName
.unity-base-field__label--mixed-value
USS class name of elements that show mixed values
alignedFieldUssClassName
.unity-base-field__aligned
USS class name of elements that are aligned in a inspector element
disabledUssClassName
.unity-disabled
USS class name of local disabled elements.
You can also use the Matching Selectors section in the Inspector or the UI Toolkit Debugger to see which USS selectors affect the components of the
VisualElement
at every level of its hierarchy.

Additional resources