Bind a custom control to custom data type
Create a custom control and bind it to a custom data type.
읽는 시간 4분최근 업데이트: 한 달 전
Version: 2021.3+
This example demonstrates how to bind custom controls to custom data types.
Example overview
This example creates a custom data type and a custom control based on three built-in controls. It binds the custom control to the custom data type. The drawer converts between Celsius and Fahrenheit.

Script with a custom control that converts temperature, displayed in the Unity Editor.
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 a custom data type
Create a custom data type , and use it as a serialized property.
Temperature-
Create a Unity project with any template.
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Create a folder namedto store all the files.
bind-custom-data-type -
Create a C# script namedand replace its contents with the following:
Temperature.csusing System;namespace UIToolkitExamples{ public enum TemperatureUnit { Celsius, Farenheit } [Serializable] public struct Temperature { public double value; public TemperatureUnit unit; }} -
Create a C# script namedand replace its contents with the following:
PlanetScript.csusing UnityEngine;namespace UIToolkitExamples{ public class PlanetScript : MonoBehaviour { public Temperature coreTemperature; }}
Create a custom control
Create a custom Editor for and a custom Property Drawer for .
PlanetTemperatureIn the custom Property Drawer, implement a button that converts temperature between Fahrenheit and Celsius by writing to properties of (use and ) and then calling .
SerializedPropertydoubleValueenumValueIndexSerializedObject.ApplyModifiedProperties()The custom Property Draweris is considered as a custom control. It's a built-in control that behaves in a custom way.
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Create a folder named.
Editor -
In the Editor folder, create a C# script namedand replace its contents with the following:
PlanetEditor.csusing UnityEditor;using UnityEngine.UIElements;using UnityEditor.UIElements;namespace UIToolkitExamples{ [CustomEditor(typeof(PlanetScript))] public class PlanetEditor : Editor { public override VisualElement CreateInspectorGUI() { return new PropertyField(serializedObject.FindProperty("coreTemperature")); } }} -
In the Editor folder, create a C# script namedand replace its contents with the following:
TemperatureDrawer.csusing UnityEditor;using UnityEngine;using UnityEngine.UIElements;namespace UIToolkitExamples{ [CustomPropertyDrawer(typeof(Temperature))] public class TemperatureDrawer : PropertyDrawer { public override VisualElement CreatePropertyGUI(SerializedProperty property) { var asset = Resources.Load<VisualTreeAsset>("temperature_drawer"); var drawer = asset.Instantiate(property.propertyPath); drawer.Q<Label>().text = property.displayName; // Don't allow conversion when you've selected multiple objects in the Inspector if (!property.serializedObject.isEditingMultipleObjects) { drawer.Q<Button>().RegisterCallback<ClickEvent, SerializedProperty>(Convert, property); } return drawer; } static void Convert(ClickEvent evt, SerializedProperty property) { var valueProperty = property.FindPropertyRelative("value"); var unitProperty = property.FindPropertyRelative("unit"); // F -> C if (unitProperty.enumValueIndex == (int)TemperatureUnit.Farenheit) { valueProperty.doubleValue -= 32; valueProperty.doubleValue *= 5.0d / 9.0d; unitProperty.enumValueIndex = (int)TemperatureUnit.Celsius; } else // C -> F { valueProperty.doubleValue *= 9.0d / 5.0d; valueProperty.doubleValue += 32; unitProperty.enumValueIndex = (int)TemperatureUnit.Farenheit; } // Important: Because you are bypassing the binding system, you must save the modified SerializedObject property.serializedObject.ApplyModifiedProperties(); } }}
Set the binding
Create a UXML file with the following:
- A DoubleField
- An EnumField
- A Button
Set the of the two fields to and of the property.
binding-pathvalueunitTemperature-
In the Editor folder, create a folder named.
Resources -
In the Resources folder, create a UI Document namedand replace its contents with the following:
temperature_drawer.uxml<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../../../UIElementsSchema/UIElements.xsd" editor-extension-mode="False"> <ui:VisualElement class="unity-base-field"> <ui:Label class="unity-base-field__label" /> <ui:VisualElement class="unity-base-field__input" style="flex-direction: row;"> <uie:DoubleField binding-path="value" /> <uie:EnumField binding-path="unit" /> <ui:Button text="Convert" /> </ui:VisualElement> </ui:VisualElement></ui:UXML>
Test the binding
- Create an empty GameObject in a scene.
- In the Hierarchy, select the GameObject.
- Drag PlanetScript.cs to the Inspector. This adds a Planet Script component to the GameObject.
- Enter a number in the Temperature field and select a unit from the dropdown.
- Select the Convert button to convert between units. If you make changes in the Inspector UI, the property of the custom contol changes.
Temperature