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Unity Engine


ObjectField

UnityEditor.UIElements.ObjectField
읽는 시간 2분최근 업데이트: 4일 전

An ObjectField is an Editor-only element that lets users select a Unity object from a list of available objects. You can use it to select a Unity object to use as a reference, such as a material, a texture, a script, or a GameObject.
참고
To align an element with other fields in an Inspector window, simply apply the
.unity-base-field__aligned
USS class to it. For more information, refer to
BaseField
.

Create an ObjectField

You can create an ObjectField with UI Builder, UXML, or C#.
To create an ObjectField in UI Builder, you must first enable Editor Extension Authoring for UI Documents (UXML) so that the ObjectField element is available in the Library panel.
To restrict the type of objects that can be selected, use the
type
property. In UXML, the format of the
type
property is
Type Name, Type assembly name
.
팁
To find the assembly name of a type, use
Debug.Log(theType.AssemblyQualifiedName);
or find it in the type's Script API page.
The following examples create an ObjectField for selecting a 2D texture:
UXML:
<ObjectField type="UnityEngine.Texture2D, UnityEngine.CoreModule" label="Select an object:" />
C#:
using UnityEditor.UIElements;...var objectField = new ObjectField();objectField.objectType = typeof(Texture2D);objectField.label = "Select an object:";

Example

The following UXML example creates an ObjectField:
<UXML xmlns="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements"> <uie:ObjectField label="UXML Field" name="the-uxml-field" /></UXML>
The following USS example styles the ObjectField:
.some-styled-field { -unity-font-style: bold;}.some-styled-field .unity-base-field__input { -unity-font-style: italic;}
The following C# example illustrates some of the customizable functionalities of the ObjectField:
// Get a reference to the field from UXML and assign a value to it. var uxmlField = container.Q<ObjectField>("the-uxml-field"); uxmlField.value = new Texture2D(10, 10) { name = "new_texture" }; // Create a new field, disable it, and give it a style class. var csharpField = new ObjectField("C# Field"); csharpField.SetEnabled(false); csharpField.AddToClassList("some-styled-field"); csharpField.value = uxmlField.value; container.Add(csharpField); // Mirror the value of the UXML field into the C# field. uxmlField.RegisterCallback<ChangeEvent<Object>>((evt) => { csharpField.value = evt.newValue; });
To try this example live in Unity, go to Window > UI Toolkit > Samples.

C# base class and namespace

C# class:
ObjectField
Namespace:
UnityEditor.UIElements
Base class:
BaseField_1

Member UXML attributes

This element has the following member attributes:

Name

Type

Description

allow-scene-objects
boolean
Allows scene objects to be assigned to the field.
type
System.Type
The type of the objects that can be assigned.

Inherited UXML attributes

This element inherits the following attributes from its base class:

Name

Type

Description

binding-path
string
Path of the target property to be bound.
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.
label
string
The string representing the label that will appear beside the field. If the string is empty, the label element is removed from the hierarchy. If the string is not empty, the label element is added to the hierarchy.
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.
value
Object
The value associated with the field.
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-object-field
USS class name of elements of this type.
labelUssClassName
.unity-object-field__label
USS class name of labels in elements of this type.
inputUssClassName
.unity-object-field__input
USS class name of input elements in elements of this type.
objectUssClassName
.unity-object-field__object
USS class name of object elements in elements of this type.
selectorUssClassName
.unity-object-field__selector
USS class name of selector elements in elements of this type.
ussClassName
.unity-base-field
USS class name of elements of this type.
labelUssClassName
.unity-base-field__label
USS class name of labels in elements of this type.
inputUssClassName
.unity-base-field__input
USS class name of input elements in elements of this type.
noLabelVariantUssClassName
.unity-base-field--no-label
USS class name of elements of this type, when there is no label.
labelDraggerVariantUssClassName
.unity-base-field__label--with-dragger
USS class name of labels in elements of this type, when there is a dragger attached on them.
mixedValueLabelUssClassName
.unity-base-field__label--mixed-value
USS class name of elements that show mixed values
alignedFieldUssClassName
.unity-base-field__aligned
USS class name of elements that are aligned in a inspector element
disabledUssClassName
.unity-disabled
USS class name of local disabled elements.
You can also use the Matching Selectors section in the Inspector or the UI Toolkit Debugger to see which USS selectors affect the components of the
VisualElement
at every level of its hierarchy.

Additional resources