Create a bindable custom control
Create a custom control that binds to a property with the double data type.
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Version: 2023.2+
This example demonstrates how to create a bindable custom control in a custom Editor window.
Example overview
This example creates a custom control bound to a property with the double data type. You can adapt this example to bind to properties with other data types such as a string or an integer.

A script in the Unity Editor with a custom 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 custom control class
Create a C# class to define the custom control.
- Create a Unity project with any template.
- Create a folder named to store your files.
ExampleField - In the folder, create a C# script named
ExampleFieldand replace its content with the following:ExampleField.cs
using UnityEngine.UIElements;namespace UIToolkitExamples{ // ExampleField inherits from BaseField with the double type. ExampleField's underlying value, then, is a double. [UxmlElement] public partial class ExampleField : BaseField<double> { Label m_Input; // Default constructor is required for compatibility with UXML factory public ExampleField() : this(null) { } // Main constructor accepts label parameter to mimic BaseField constructor. // Second argument to base constructor is the input element, the one that displays the value this field is // bound to. public ExampleField(string label) : base(label, new Label() { }) { // This is the input element instantiated for the base constructor. m_Input = this.Q<Label>(className: inputUssClassName); } // SetValueWithoutNotify needs to be overridden by calling the base version and then making a change to the // underlying value be reflected in the input element. public override void SetValueWithoutNotify(double newValue) { base.SetValueWithoutNotify(newValue); m_Input.text = value.ToString("N"); } }}
Use the custom control in a UXML file
- In the folder, create a UI Document named
ExampleField.ExampleField.uxml - Open in a text editor and replace its contents with the following:
ExampleField.uxml
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:example="UIToolkitExamples"> <example:ExampleField label="Binding Target" binding-path="m_Value" /></ui:UXML>
Create the class for the binding target
- In Unity, double-click to open it in the UI Builder. The ExampleField displays in the Hierarchy window and is visualized in the Viewport. If you select the ExampleField in the Hierarchy window, the Inspector window shows the values assigned to the Binding Path and Label boxes.
ExampleField.uxml - In the folder, create a C# script named
ExampleFieldand replace its contents with the following:ExampleFieldComponent.cs
using UnityEngine;namespace UIToolkitExamples{ public class ExampleFieldComponent : MonoBehaviour { [SerializeField] double m_Value; }}
Create the custom Editor for the binding target
- In the folder, create a folder named
ExampleField.Editor - In the folder, create a C# script named
Editorand replace its contents with the following:ExampleFieldCustomEditor.cs
using UnityEditor;using UnityEngine.UIElements;using UnityEngine;namespace UIToolkitExamples{ [CustomEditor(typeof(ExampleFieldComponent))] public class ExampleFieldCustomEditor : Editor { [SerializeField] VisualTreeAsset m_Uxml; public override VisualElement CreateInspectorGUI() { var parent = new VisualElement(); m_Uxml?.CloneTree(parent); return parent; } }}
Test the example
- In Unity, select in the Project window.
ExampleFieldCustomEditor.cs - Drag into the Uxml box in the Inspector window.
ExampleField.uxml - Add an empty GameObject to a scene.
- Add the component to the GameObject. The custom control appears in the Inspector with the default value of
ExampleFieldComponentfor the Binding Target. If you change the value of the underlying double property, the UI reflects that change.0