Create a list view runtime UI
Use ListView to create a simple character selection screen runtime UI.
읽는 시간 9분최근 업데이트: 한 달 전
Version: 2022.3+
This example demonstrates how to create a list view runtime UI. This example uses the UXML and USS files directly to create the structure and style of the UI. If You're new to UI Toolkit and want to use UI Builder to create the UI, refer to Create an example UI with UI Builder.
Example overview
This example creates a simple character selection screen. When you click the name of a character from a list on the left, the detail of the character appears on the right.

Final view of the runtime UI
You can find the completed files that this example creates in this GitHub repository.
Prerequisites
This guide is for developers familiar with the Unity Editor, UI Toolkit, and C# scripting. Before you start, get familiar with the following:
Create the main UI Document
Create the main view UI Document and a USS file to style the visual elements. Add two visual elements as containers in the UI Document: one that contains the list of character names and another that contains the selected character's details.

The UI layout setup for the main view
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Create a project in Unity with any template.
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In the Project window, create a folder namedto store all the UI Document and Style Sheet files.
UI -
In thefolder, create a UI Document named
UIwith the following content:MainView.uxml<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" editor-extension-mode="False"> <Style src="MainView.uss" /> <ui:VisualElement name="background"> <ui:VisualElement name="main-container"> <ui:ListView focusable="true" name="character-list" /> <ui:VisualElement name="right-container"> <ui:VisualElement name="details-container"> <ui:VisualElement name="details"> <ui:VisualElement name="character-portrait" /> </ui:VisualElement> <ui:Label text="Label" name="character-name" /> <ui:Label text="Label" display-tooltip-when-elided="true" name="character-class" /> </ui:VisualElement> </ui:VisualElement> </ui:VisualElement> </ui:VisualElement></ui:UXML> -
In thefolder, create a USS style sheet named
UIwith the following content:MainView.uss
#background { flex-grow: 1; align-items: center; justify-content: center; background-color: rgb(115, 37, 38);}#main-container { flex-direction: row; height: 350px;}#character-list { width: 230px; border-color: rgb(49, 26, 17); border-width: 4px; background-color: rgb(110, 57, 37); border-radius: 15px; margin-right: 6px;}#character-name { -unity-font-style: bold; font-size: 18px;}#character-class { margin-top: 2px; margin-bottom: 8px; padding-top: 0; padding-bottom: 0;}#right-container { justify-content: space-between; align-items: flex-end;}#details-container { align-items: center; background-color: rgb(170, 89, 57); border-width: 4px; border-color: rgb(49, 26, 17); border-radius: 15px; width: 252px; justify-content: center; padding: 8px; height: 163px;}#details { border-color: rgb(49, 26, 17); border-width: 2px; height: 120px; width: 120px; border-radius: 13px; padding: 4px; background-color: rgb(255, 133, 84);}#character-portrait { flex-grow: 1; -unity-background-scale-mode: scale-to-fit;}.unity-collection-view__item { justify-content: center;}/* "Normal" background color of the item */.unity-collection-view__item{ background-color: slategrey;}/* Background color of the item when it is being hovered */.unity-collection-view__item:hover{ background-color: gray;}/* Background color of the item when it is selected */.unity-collection-view__item--selected{ background-color: black;}
Create a list entry UI Document
Create a UI Document and a Style Sheet for the individual entries in the list. The character list entry consists of a colored background frame and the character's name.

List entry that shows a character's name
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In thefolder, create a UI Document named
UIwith the following content:ListEntry.uxml<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" editor-extension-mode="False"><Style src="ListEntry.uss" /><ui:VisualElement name="list-entry"> <ui:Label text="Label" display-tooltip-when-elided="true" name="character-name" /></ui:VisualElement></ui:UXML> -
In thefolder, create a Style Sheet file named
UIwith the following content:ListEntry.uss
#list-entry { height: 41px; align-items: flex-start; justify-content: center; padding-left: 10px; background-color: rgb(170, 89, 57); border-color: rgb(49, 26, 17); border-width: 2px; border-radius: 15px;}#character-name { -unity-font-style: bold; font-size: 18px; color: rgb(49, 26, 17);}
Create sample data to display
Create sample data to fill the character list in the UI. For the character list, create a class that holds a character name, class, and a portrait image.
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In the Asset folder, create a folder namedto store your C# scripts.
Scripts -
In thefolder, create a C# script named
Scriptswith the following content:CharacterData.csusing UnityEngine;public enum ECharacterClass{ Knight, Ranger, Wizard}[CreateAssetMenu]public class CharacterData : ScriptableObject{ public string CharacterName; public ECharacterClass Class; public Sprite PortraitImage;} -
In the Assets folder, create a folder named.
Resources -
In thefolder, create a folder named
Resourcesto store all your sample character data.Characters -
In thefolder, right-click and select Create > Character Data to create an instance of the
Characters.ScriptableObject -
Create moreinstances and fill them with placeholder data.
CharacterData
Set up the scene
Create a UIDocument GameObject in the SampleScene and add the UI Document as the source asset.
- In the SampleScene, select > UI Toolkit > UI Document.GameObject
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- Select the UIDocument GameObject in the Hierarchy window.
- Drag MainView.uxml from your Project window to the Source Asset field of the UI Document component in the Inspector window. This references the source asset to the UXML file.
Create controllers for the list entry and the main view
Create two C# scripts with the following classes:
- A class to display the data of a character instance in the UI of the list entry. It needs to access the label for the character name and set it to display the name of the given character instance.
CharacterListEntryController - A class for the character list in the main view, and a
CharacterListControllerscript that instantiates and assigns it to the visual tree.MonoBehaviour
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In thefolder, create a C# script named
Scriptswith the following contents:CharacterListEntryController.csusing UnityEngine.UIElements;public class CharacterListEntryController{ Label m_NameLabel; // This function retrieves a reference to the // character name label inside the UI element. public void SetVisualElement(VisualElement visualElement) { m_NameLabel = visualElement.Q<Label>("character-name"); } // This function receives the character whose name this list // element is supposed to display. Since the elements list // in a `ListView` are pooled and reused, it's necessary to // have a `Set` function to change which character's data to display. public void SetCharacterData(CharacterData characterData) { m_NameLabel.text = characterData.CharacterName; }} -
In thefolder, create a C# script named
Scriptswith the following content:CharacterListController.csusing System.Collections.Generic;using UnityEngine;using UnityEngine.UIElements;public class CharacterListController{ // UXML template for list entries VisualTreeAsset m_ListEntryTemplate; // UI element references ListView m_CharacterList; Label m_CharClassLabel; Label m_CharNameLabel; VisualElement m_CharPortrait; List<CharacterData> m_AllCharacters; public void InitializeCharacterList(VisualElement root, VisualTreeAsset listElementTemplate) { EnumerateAllCharacters(); // Store a reference to the template for the list entries m_ListEntryTemplate = listElementTemplate; // Store a reference to the character list element m_CharacterList = root.Q<ListView>("character-list"); // Store references to the selected character info elements m_CharClassLabel = root.Q<Label>("character-class"); m_CharNameLabel = root.Q<Label>("character-name"); m_CharPortrait = root.Q<VisualElement>("character-portrait"); FillCharacterList(); // Register to get a callback when an item is selected m_CharacterList.selectionChanged += OnCharacterSelected; } void EnumerateAllCharacters() { m_AllCharacters = new List<CharacterData>(); m_AllCharacters.AddRange(Resources.LoadAll<CharacterData>("Characters")); } void FillCharacterList() { // Set up a make item function for a list entry m_CharacterList.makeItem = () => { // Instantiate the UXML template for the entry var newListEntry = m_ListEntryTemplate.Instantiate(); // Instantiate a controller for the data var newListEntryLogic = new CharacterListEntryController(); // Assign the controller script to the visual element newListEntry.userData = newListEntryLogic; // Initialize the controller script newListEntryLogic.SetVisualElement(newListEntry); // Return the root of the instantiated visual tree return newListEntry; }; // Set up bind function for a specific list entry m_CharacterList.bindItem = (item, index) => { (item.userData as CharacterListEntryController)?.SetCharacterData(m_AllCharacters[index]); }; // Set a fixed item height matching the height of the item provided in makeItem. // For dynamic height, see the virtualizationMethod property. m_CharacterList.fixedItemHeight = 45; // Set the actual item's source list/array m_CharacterList.itemsSource = m_AllCharacters; } void OnCharacterSelected(IEnumerable<object> selectedItems) { // Get the currently selected item directly from the ListView var selectedCharacter = m_CharacterList.selectedItem as CharacterData; // Handle none-selection (Escape to deselect everything) if (selectedCharacter == null) { // Clear m_CharClassLabel.text = ""; m_CharNameLabel.text = ""; m_CharPortrait.style.backgroundImage = null; return; } // Fill in character details m_CharClassLabel.text = selectedCharacter.Class.ToString(); m_CharNameLabel.text = selectedCharacter.CharacterName; m_CharPortrait.style.backgroundImage = new StyleBackground(selectedCharacter.PortraitImage); }}
Attach the controller script to the main view
The isn't a , so you can't directly attach it to a GameObject. To overcome this, create a script and attach it to the same GameObject as the UIDocument. In this script, you don't need to instantiate the as it's already instantiated by the UIDocument component. Instead, access the UIDocument component to get a reference of the already instantiated visual tree. Then, create an instance of the and pass in the root element of the visual tree and the UXML template used for the individual list elements.
CharacterListControllerMonoBehaviourMonoBehaviourMainView.uxmlCharacterListController-
In thefolder, create a C# script named
Scriptswith the following content:MainView.csusing UnityEngine;using UnityEngine.UIElements;public class MainView : MonoBehaviour{ [SerializeField] VisualTreeAsset m_ListEntryTemplate; void OnEnable() { // The UXML is already instantiated by the UIDocument component var uiDocument = GetComponent<UIDocument>(); // Initialize the character list controller var characterListController = new CharacterListController(); characterListController.InitializeCharacterList(uiDocument.rootVisualElement, m_ListEntryTemplate); }} -
In the SampleScene, select UIDocument.
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Dragto Add Component in the Inspector window.
MainView.cs -
Drag ListEntry.uxml to the ListEntry Template field.
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Enter Play mode to see your UI displayed in the game view.