ToolbarButton
UnityEditor.UIElements.ToolbarButton
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A ToolbarButton is an Editor-only control that serves as a button in a Toolbar. It's a Button with a predefined style that matches the Toolbar style.
Create a ToolbarButton
You can create a ToolbarButton with UI Builder, UXML, or C#. The following C# example creates a ToolbarButton with a label and click callback:
using UnityEngine;using UnityEditor;using UnityEditor.UIElements;public class ToolbarExample : EditorWindow{ [MenuItem("Window/Toolbar Example")] public static void ShowExample() { GetWindow<ToolbarExample>("Toolbar Example"); } void CreateGUI() { // Create a Toolbar var toolbar = new Toolbar(); // Create the first ToolbarButton var button1 = new ToolbarButton(() => { Debug.Log("First button clicked"); }) { text = "Button 1" }; // Create the second ToolbarButton var button2 = new ToolbarButton(() => { Debug.Log("Second button clicked"); }) { text = "Button 2" }; // Add the buttons to the toolbar toolbar.Add(button1); toolbar.Add(button2); // Add the toolbar to the window's rootVisualElement rootVisualElement.Add(toolbar); }}
C# base class and namespace
C# class:
ToolbarButtonNamespace:
UnityEditor.UIElementsBase class:
ButtonInherited UXML attributes
This element inherits the following attributes from its base class:
Name | Type | Description |
|---|---|---|
| | Path of the target property to be bound. |
| | When true, a tooltip displays the full version of elided text, and also if a tooltip had been previously provided, it will be overwritten. |
| | Controls whether double-clicking selects the word under the mouse pointer. |
| | Specifies the order in which the system should look for Emoji characters when rendering text. If this setting is enabled, the global Emoji Fallback list will be searched first for characters defined as Emoji in the Unicode 14.0 standard. |
| | When false, rich text tags will not be parsed. |
| | If false, this prevents the element from being focused. The element can only be focused if its canGrabFocus property is true. |
| | The Texture, Sprite, or VectorImage that will represent an icon within a Button element. |
| | Determines how escape sequences are displayed. When set to |
| | Returns true if the field is selectable. |
| | An integer used to sort focusable elements in the focus ring. Must be greater than or equal to zero. Setting the |
| | text |
| | Controls whether triple-clicking selects the entire line under the mouse pointer. |
This element also inherits the following attributes from :
VisualElementName | Type | Description |
|---|---|---|
| | 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 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 |
| | Assigns a data source to this VisualElement which overrides any inherited data source. This data source is inherited by all children. |
| | Path from the data source to the value. |
| | 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. |
| | Returns true if the This flag isn't changed if the VisualElement is disabled implicitly by one of its parents. To verify this, use |
| | Indicates the directionality of the element's text. The value will propagate to the element's children. Setting |
| | 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. |
| | Determines if this element can be the target of pointer events or picked by Elements can not be picked if: - They are invisible- Their Elements with a picking mode of |
| | Sets the style values on a 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 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. |
| | 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. |
| | A combination of hint values that specify high-level intended usage patterns for the |
| | 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 |
USS classes
The following table lists all the C# public property names and their related USS selector.
C# property | USS selector | Description |
|---|---|---|
| | USS class name of elements of this type. |
| | USS class name of elements of this type. Unity adds this USS class to every instance of the Button element. Any styling applied to this class affects every button located beside, or below the stylesheet in the visual tree. |
| | The USS class name for Button elements with an icon. Unity adds this USS class to an instance of the Button element if the instance's |
| | The USS class name for Button elements with an icon only, no text. Unity adds this USS class to an instance of the Button element if the instance's |
| | USS class name of elements of this type. |
| | USS class name of selectable text elements. |
| | 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 at every level of its hierarchy.
VisualElement