Bind to nested properties
Use the binding-path attribute of a BindableElement in UXML to bind fields to nested properties of a SerializedObject
읽는 시간 3분최근 업데이트: 한 달 전
Version: 2021.3+
This example demonstrates how to use the attribute of a BindableElement in UXML to bind fields to nested properties of a SerializedObject.
binding-pathExample overview
This example creates a custom Inspector UI with the following:
- Two fields that bind to a GameObject's name and the scale of a USS transform
- Two fields that bind to nested properties of a SerializedObject

A custom Inspector for a script, which has fields that map to GameObjects and SerializedObjects.
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 destructible tank object
Create a C# script to define a class for a tank that has health values to make it destructible.
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Create a project in Unity with any template.
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In your Project window, create a folder namedto store all the files.
bind-nested-properties -
Create a C# script namedand replace its content with the following:
DestructibleTankScript.csusing System;using UnityEngine;using UnityEngine.Serialization;[Serializable]public struct Health{ public int armor; public int life;}[ExecuteInEditMode]public class DestructibleTankScript : MonoBehaviour{ public string tankName = "Tank"; public float tankSize = 1; public Health health; private void Update() { gameObject.name = tankName; gameObject.transform.localScale = new Vector3(tankSize, tankSize, tankSize); } public void Reset() { health.armor = 100; health.life = 10; }}
Create the UXML and the Inspector UI
Create a UXML file with a BindableElement. Set the BindableElement's to the property and set each child element's of the BindableElement to the and properties of .
binding-pathhealthbinding-patharmorlifehealth-
In the bind-nested-properties folder, create a folder named.
Editor -
In the Editor folder, create a USS file namedand replace its contents with the following:
tank_inspector_styles.uss```lang-css.container { background-color: rgb(80, 80, 80); flex-direction: column;}Label { background-color: rgb(80, 80, 80);}TextField:hover { background-color: rgb(255, 255, 0);}FloatField { background-color: rgb(0, 0, 255);}``` -
Create a UI Document namedand replace its contents with the following:
destructible_tank_editor.uxml<UXML xmlns="UnityEngine.UIElements" xmlns:ue="UnityEditor.UIElements"> <Style src="tank_inspector_styles.uss"/> <VisualElement name="row" class="container"> <Label text="Tank Script - Custom Inspector" /> <ue:PropertyField binding-path="tankName" name="tank-name-field" /> <ue:PropertyField binding-path="tankSize" name="tank-size-field" /> <BindableElement binding-path="health"> <ue:PropertyField binding-path="armor"/> <ue:PropertyField binding-path="life"/> </BindableElement> </VisualElement></UXML>
Create the custom Editor
Create a C# script that registers a custom Editor for the .
DestructibleTankScript-
Create a C# script namedand replace its content with the following:
DestructibleTankEditor.csusing UnityEditor;using UnityEngine;using UnityEngine.UIElements;[CustomEditor(typeof(DestructibleTankScript))]public class DestructibleTankEditor : Editor{ [SerializeField] VisualTreeAsset visualTreeAsset; public override VisualElement CreateInspectorGUI() { return visualTreeAsset.CloneTree(); }} -
Selectin the Project window.
DestructibleTankEditor.cs -
Dragto Visual Tree Asset in the Inspector.
destructible_tank_editor.uxml
Test the binding
- In Unity, add an empty GameObject to a scene.
- Select the GameObject.
- Add the Destructible Tank Script component in the Inspector. The Armor and Life fields are bound to the and
health.armorproperties. If you change the values in the Inspector, the values of the underlying properties change.health.life