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Use Mesh API to create a radial progress indicator

Use the Mesh API to create a radial progress indicator custom control and add the custom control in a runtime UI.
읽는 시간 7분최근 업데이트: 22일 전

Version: 6000.6+
This example demonstrates how to use the Mesh API to draw visual content onto a visual element.
참고
The Mesh API is a tool for advanced users. In version 2022.1 and later, if you only want to generate simple geometry, use the Vector API instead. For more information, refer to Use Vector API to create a radial progress indicator.

Example overview

This example creates a custom control that displays progress, as an alternative to a loading bar. The progress indicator displays a progress value in a partially filled ring around a label that displays the percentage. It supports a value between 0 and 100, which determines how much of the ring is filled.

A radial control with progress highlighted in green, and the number 87% displayed in the center of the radial control.

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 radial progress indicator and its custom mesh

Create a C# script to define the
RadialProgress
class, and expose the control to UXML and UI Builder.
  1. Create a Unity project with any template.
  2. Create a folder named
    radial-progress
    to store your files.
  3. In the
    radial-progress
    folder, create a C# scrip named
    RadialProgress.cs
    with the following content:
using Unity.Collections;using UnityEngine;using UnityEngine.UIElements;namespace MeshAPIExample{ /// <summary> /// An element that displays progress inside a partially filled circle /// </summary> [UxmlElement] public partial class RadialProgress : VisualElement { // These are USS class names for the control overall and the label. public static readonly string ussClassName = "radial-progress"; public static readonly string ussLabelClassName = "radial-progress__label"; // These objects allow C# code to access custom USS properties. static CustomStyleProperty<Color> s_TrackColor = new CustomStyleProperty<Color>("--track-color"); static CustomStyleProperty<Color> s_ProgressColor = new CustomStyleProperty<Color>("--progress-color"); // These are the meshes this control uses. EllipseMesh m_TrackMesh; EllipseMesh m_ProgressMesh; // This is the label that displays the percentage. Label m_Label; // This is the number of outer vertices to generate the circle. const int k_NumSteps = 200; // This is the number that the Label displays as a percentage. float m_Progress; /// <summary> /// A value between 0 and 100 /// </summary> [UxmlAttribute] public float progress { // The progress property is exposed in C#. get => m_Progress; set { // Whenever the progress property changes, MarkDirtyRepaint() is named. This causes a call to the // generateVisualContents callback. m_Progress = value; m_Label.text = Mathf.Clamp(Mathf.Round(value), 0, 100) + "%"; MarkDirtyRepaint(); } } // This default constructor is RadialProgress's only constructor. public RadialProgress() { // Create a Label, add a USS class name, and add it to this visual tree. m_Label = new Label(); m_Label.AddToClassList(ussLabelClassName); Add(m_Label); // Create meshes for the track and the progress. m_ProgressMesh = new EllipseMesh(k_NumSteps); m_TrackMesh = new EllipseMesh(k_NumSteps); // Add the USS class name for the overall control. AddToClassList(ussClassName); // Register a callback after custom style resolution. RegisterCallback<CustomStyleResolvedEvent>(evt => CustomStylesResolved(evt)); // Register a callback to generate the visual content of the control. generateVisualContent += context => GenerateVisualContent(context); progress = 0.0f; } static void CustomStylesResolved(CustomStyleResolvedEvent evt) { RadialProgress element = (RadialProgress)evt.currentTarget; element.UpdateCustomStyles(); } // After the custom colors are resolved, this method uses them to color the meshes and (if necessary) repaint // the control. void UpdateCustomStyles() { if (customStyle.TryGetValue(s_ProgressColor, out var progressColor)) { m_ProgressMesh.color = progressColor; } if (customStyle.TryGetValue(s_TrackColor, out var trackColor)) { m_TrackMesh.color = trackColor; } if (m_ProgressMesh.isDirty || m_TrackMesh.isDirty) MarkDirtyRepaint(); } // The GenerateVisualContent() callback method calls DrawMeshes(). static void GenerateVisualContent(MeshGenerationContext context) { RadialProgress element = (RadialProgress)context.visualElement; element.DrawMeshes(context); } // DrawMeshes() uses the EllipseMesh utility class to generate an array of vertices and indices, for both the // "track" ring (in grey) and the progress ring (in green). It then passes the geometry to the MeshWriteData // object, as returned by the MeshGenerationContext.Allocate() method. For the "progress", only a slice of // the index arrays is used to progressively reveal parts of the mesh. void DrawMeshes(MeshGenerationContext context) { float halfWidth = contentRect.width * 0.5f; float halfHeight = contentRect.height * 0.5f; if (halfWidth < 2.0f || halfHeight < 2.0f) return; m_ProgressMesh.width = halfWidth; m_ProgressMesh.height = halfHeight; m_ProgressMesh.borderSize = 10; m_ProgressMesh.UpdateMesh(); m_TrackMesh.width = halfWidth; m_TrackMesh.height = halfHeight; m_TrackMesh.borderSize = 10; m_TrackMesh.UpdateMesh(); // Draw track mesh first var trackMeshWriteData = context.Allocate(m_TrackMesh.vertices.Length, m_TrackMesh.indices.Length); trackMeshWriteData.SetAllVertices(m_TrackMesh.vertices); trackMeshWriteData.SetAllIndices(m_TrackMesh.indices); // Keep progress between 0 and 100 float clampedProgress = Mathf.Clamp(m_Progress, 0.0f, 100.0f); // Determine how many triangle are used to depending on progress, to achieve a partially filled circle int sliceSize = Mathf.FloorToInt((k_NumSteps * clampedProgress) / 100.0f); if (sliceSize == 0) return; // Every step is 6 indices in the corresponding array sliceSize *= 6; var progressMeshWriteData = context.Allocate(m_ProgressMesh.vertices.Length, sliceSize); progressMeshWriteData.SetAllVertices(m_ProgressMesh.vertices); var tempIndicesArray = new NativeArray<ushort>(m_ProgressMesh.indices, Allocator.Temp); progressMeshWriteData.SetAllIndices(tempIndicesArray.Slice(0, sliceSize)); tempIndicesArray.Dispose(); } }}

Create the custom mesh

Create a C# script named
EllipseMesh.cs
with the following content:
using UnityEngine;using UnityEngine.UIElements;namespace MeshAPIExample{ public class EllipseMesh { int m_NumSteps; float m_Width; float m_Height; Color m_Color; float m_BorderSize; bool m_IsDirty; public Vertex[] vertices { get; private set; } public ushort[] indices { get; private set; } public EllipseMesh(int numSteps) { m_NumSteps = numSteps; m_IsDirty = true; } public void UpdateMesh() { if (!m_IsDirty) return; int numVertices = numSteps * 2; int numIndices = numVertices * 6; if (vertices == null || vertices.Length != numVertices) vertices = new Vertex[numVertices]; if (indices == null || indices.Length != numIndices) indices = new ushort[numIndices]; float stepSize = 360.0f / (float)numSteps; float angle = -180.0f; for (int i = 0; i < numSteps; ++i) { angle -= stepSize; float radians = Mathf.Deg2Rad * angle; float outerX = Mathf.Sin(radians) * width; float outerY = Mathf.Cos(radians) * height; Vertex outerVertex = new Vertex(); outerVertex.position = new Vector3(width + outerX, height + outerY, Vertex.nearZ); outerVertex.tint = color; vertices[i * 2] = outerVertex; float innerX = Mathf.Sin(radians) * (width - borderSize); float innerY = Mathf.Cos(radians) * (height - borderSize); Vertex innerVertex = new Vertex(); innerVertex.position = new Vector3(width + innerX, height + innerY, Vertex.nearZ); innerVertex.tint = color; vertices[i * 2 + 1] = innerVertex; indices[i * 6] = (ushort)((i == 0) ? vertices.Length - 2 : (i - 1) * 2); // previous outer vertex indices[i * 6 + 1] = (ushort)(i * 2); // current outer vertex indices[i * 6 + 2] = (ushort)(i * 2 + 1); // current inner vertex indices[i * 6 + 3] = (ushort)((i == 0) ? vertices.Length - 2 : (i - 1) * 2); // previous outer vertex indices[i * 6 + 4] = (ushort)(i * 2 + 1); // current inner vertex indices[i * 6 + 5] = (ushort)((i == 0) ? vertices.Length - 1 : (i - 1) * 2 + 1); // previous inner vertex } m_IsDirty = false; } public bool isDirty => m_IsDirty; void CompareAndWrite(ref float field, float newValue) { if (Mathf.Abs(field - newValue) > float.Epsilon) { m_IsDirty = true; field = newValue; } } public int numSteps { get => m_NumSteps; set { m_IsDirty = value != m_NumSteps; m_NumSteps = value; } } public float width { get => m_Width; set => CompareAndWrite(ref m_Width, value); } public float height { get => m_Height; set => CompareAndWrite(ref m_Height, value); } public Color color { get => m_Color; set { m_IsDirty = value != m_Color; m_Color = value; } } public float borderSize { get => m_BorderSize; set => CompareAndWrite(ref m_BorderSize, value); } }}

Style the custom control

Create a USS file named
RadialProgress.uss
with the following content:
.radial-progress { min-width: 26px; min-height: 20px; --track-color: rgb(130, 130, 130); --progress-color: rgb(46, 132, 24); --percentage-color: white; margin-left: 5px; margin-right: 5px; margin-top: 5px; margin-bottom: 5px; flex-direction: row; justify-content: center; width: 100px; height: 100px;}.radial-progress__label { -unity-text-align: middle-left; color: var(--percentage-color);}

Test the custom control in UI Builder

Use UI Builder to add the custom control and apply the USS stylesheet. Test the control with different
Progress
values.
  1. Create a UXML file named
    RadialProgressExample.uxml
    .
  2. Double-click
    RadialProgressExample.uxml
    to open it in the UI Builder.
  3. In the Library window, select Project > Custom Controls.
  4. Drag RadialProgress to the Hierarchy window.
  5. In the StyleSheets section of the UI Builder, add
    RadialProgress.uss
    as the existing USS.
  6. In the Hierarchy window, select RadialProgress.
  7. In the Inspector window, enter
    radial-progress
    in the Name box.
  8. In the Inspector window, enter different values in the Progress box. The percentage in the
    Viewport

    ?

    changes, and the green progress ring resizes.

Create a script to update the progress with dynamic values

Create a C# MonoBehaviour script to update the
Progress
property of the control with dynamic values for demo purposes. In the
radial-progress
folder, create a C# MonoBehaviour named
RadialProgressComponent.cs
with the following content:
using MeshAPIExample;using UnityEngine;using UnityEngine.UIElements;[RequireComponent(typeof(PanelRenderer))]public class RadialProgressComponent : MonoBehaviour{ RadialProgress m_RadialProgress; void OnEnable() { GetComponent<PanelRenderer>().RegisterUIReloadCallback(OnUIReload); } void OnDisable() { GetComponent<PanelRenderer>().UnregisterUIReloadCallback(OnUIReload); } private void OnUIReload(PanelRenderer panelRenderer, VisualElement rootElement, int version) { // Find the RadialProgress element defined in UXML m_RadialProgress = rootElement.Q<RadialProgress>("radial-progress"); } void Update() { if (m_RadialProgress != null) { m_RadialProgress.progress = ((Mathf.Sin(Time.time) + 1.0f) / 2.0f) * 60.0f + 10.0f; } }}

Test the progress indicator in runtime

  1. In Unity, select
    GameObject

    ?

    > UI Toolkit > Panel Renderer.
  2. In the Source Asset field of the Panel Renderer component, select
    RadialProgressExample.uxml
    .
  3. Add RadialProgressComponent.cs as a component of the Panel Renderer GameObject.
  4. Enter Play mode. The progress indicator appears in the scene, and the progress ring and value change dynamically.

Additional resources