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Unity Engine


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Unity Engine


Image

UnityEngine.UIElements.Image
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Use the Image element to add graphical assets to your application. It's a versatile and powerful tool for displaying visual content in your UI, such as image galleries, product listings, a rendering preview, and user profiles.

Create an image

You can create an Image element in UI Builder, UXML, or C#.
The following example creates an Image element in UXML:
<ui:UXML xmlns:ui="UnityEngine.UIElements" > <ui:Image source="Resources/sample-image.png" scale-mode="StretchToFill" tint-color="rgb(49, 49, 49)"/></ui:UXML>
The following example creates an Image element in C#:
var image = new Image(); image.image = Resources.Load<Texture2D>("sample-image"); // Alternative if using sprites. // image.sprite = Resources.Load<Sprite>("sample-sprite"); image.scaleMode = ScaleMode.StretchToFill; image.tintColor = Color.white;

Image versus
VisualElement.style.backgroundImage

You can use both the Image element and the
VisualElement.style.backgroundImage
property to add visual content to your UI. The choice between the two depends on the specific usage and requirements of your application.
The Image element is typically used to display an image within a specific area of a UI, such as an image gallery or an avatar in a user profile. It provides more fine-grained control over the appearance of the image, including options for resizing, scaling, and cropping. Use Image when you want the size of an image to drive the size of an element in the layout. You can also add additional elements to the Image element to create overlays or add interactivity. However, for performance reasons, specify a fixed width and height if you use many instances of Image.
The
VisualElement.style.backgroundImage
property is used to set an image as the background of a UI element. This is useful when you want to add visual interest to an element without detracting from the main content or functionality of the UI. The
VisualElement.style.backgroundImage
property also allows the convenience of using USS to change the source image for many different elements.
In general, it's recommended to use the Image element when you need more control over the appearance and layout of an image; and to use the
VisualElement.style.backgroundImage
property when you simply want to add a background image to a UI element. However, both approaches are valid and you can use them together in the same UI if necessary.
참고
  • The Image element also supports the
    style.backgroundImage
    property. The background image won't be visible if the Image element has an image source set and it's not transparent.
  • UI Builder partially supports the Image element. It reads from and writes to UXML, and allows basic authoring as a standard visual element. Most of the Image-specific settings are defined as USS custom properties and aren't visible in the Attributes section of the UI Builder Inspector.

C# base class and namespace

C# class:
Image
Namespace:
UnityEngine.UIElements
Base class:
VisualElement

Member UXML attributes

This element has the following member attributes:

Name

Type

Description

scale-mode
ScaleMode
ScaleMode used to display the Image.
tint-color
Color
Tinting color for this Image.
uv
Rect
The base texture coordinates of the Image relative to the bottom left corner.

Inherited UXML attributes

This element inherits the following attributes from its base class:

Name

Type

Description

focusable
boolean
Whether an element can potentially receive focus.

If false, the element can't receive focus. If true, the element receives focus only when its
Focusable.canGrabFocus
property is also true.
tabindex
int
An integer used to sort focusable elements in the focus ring. Must be greater than or equal to zero.

Setting the
tabIndex
value to less than
0
(for example,
−1
) removes the element from the focus ring and tab navigation.
This element also inherits the following attributes from
VisualElement
:

Name

Type

Description

content-container
string
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
VisualElement.Children
of an element, the element's content container hierarchy is used instead of the element itself. This can lead to unexpected results, such as elements being ignored by the navigation events if they are not directly in the content container's hierarchy. Refer to
IFocusRing
for more information.

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
ScrollView
, for example, has a content container that is different from itself. In that case, child elements added to the scroll view are added to its content container element instead. While the physical parent (
VisualElement.Hierarchy.parent
) of the child elements is the scroll view's content container element, their logical parent (
VisualElement.parent
) still refers to the scroll view itself. Since some of the scroll view's focusable children are not part of its logical hierarchy, like its
Scroller
elements, these focusable children are not considered by default when using sequential navigation. Refer to How can I change what element is focused next for an example of a workaround solution if the default navigation rules don't correspond to your needs.
data-source
Object
Assigns a data source to this VisualElement which overrides any inherited data source. This data source is inherited by all children.
data-source-path
string
Path from the data source to the value.
data-source-type
System.Type
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.
enabled
boolean
Returns true if the
VisualElement
is enabled locally.

This flag isn't changed if the VisualElement is disabled implicitly by one of its parents. To verify this, use
enabledInHierarchy
.
language-direction
UIElements.LanguageDirection
Indicates the directionality of the element's text. The value will propagate to the element's children.
name
string
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.
picking-mode
UIElements.PickingMode
Determines if this element can be the target of pointer events or picked by
IPanel.Pick
queries.

Elements can not be picked if:

- They are invisible- Their
style.display
is set to
DisplayStyle.None


Elements with a picking mode of
PickingMode.Ignore
never receive the hover pseudo-state.
style
string
Sets the style values on a
VisualElement
.

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
resolvedStyle
.



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.
tooltip
string
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.
usage-hints
UIElements.UsageHints
A combination of hint values that specify high-level intended usage patterns for the
VisualElement
. This property can only be set when the
VisualElement
is not yet part of a
Panel
. Once part of a
Panel
, this property becomes effectively read-only, and attempts to change it will throw an exception. The specification of proper
UsageHints
drives the system to make better decisions on how to process or accelerate certain operations based on the anticipated usage pattern. Note that those hints do not affect behavioral or visual results, but only affect the overall performance of the panel and the elements within. It's advised to always consider specifying the proper
UsageHints
, but keep in mind that some
UsageHints
might be internally ignored under certain conditions (e.g. due to hardware limitations on the target platform).
view-data-key
string
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
VisualElement
. For more information, refer to View data persistence in the Unity Manual.

USS classes

The following table lists all the C# public property names and their related USS selector.

C# property

USS selector

Description

ussClassName
.unity-image
USS class name of elements of this type.
disabledUssClassName
.unity-disabled
USS class name of local disabled elements.

USS custom properties

The following table outlines the custom properties that are available exclusively for the Image element in USS:

Property

Type

Description

--unity-image
stringThe source of the image file. For information on how to reference an image asset, refer to Assets.
--unity-image-size
stringThe image scale mode. Available values are
stretch-to-fill
,
scale-and-crop
and
scale-to-fit
.
--unity-image-tint-color
stringThe image tint color.

Additional resources