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Unity Engine


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.
  1. Create a Unity project with any template.
  2. Create a folder named
    ExampleField
    to store your files.
  3. In the
    ExampleField
    folder, create a C# script named
    ExampleField.cs
    and replace its content with the following:
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

  1. In the
    ExampleField
    folder, create a UI Document named
    ExampleField.uxml
    .
  2. Open
    ExampleField.uxml
    in a text editor and replace its contents with the following:
<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

  1. In Unity, double-click
    ExampleField.uxml
    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.
  2. In the
    ExampleField
    folder, create a C# script named
    ExampleFieldComponent.cs
    and replace its contents with the following:
using UnityEngine;namespace UIToolkitExamples{ public class ExampleFieldComponent : MonoBehaviour { [SerializeField] double m_Value; }}

Create the custom Editor for the binding target

  1. In the
    ExampleField
    folder, create a folder named
    Editor
    .
  2. In the
    Editor
    folder, create a C# script named
    ExampleFieldCustomEditor.cs
    and replace its contents with the following:
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

  1. In Unity, select
    ExampleFieldCustomEditor.cs
    in the Project window.
  2. Drag
    ExampleField.uxml
    into the Uxml box in the Inspector window.
  3. Add an empty GameObject to a scene.
  4. Add the
    ExampleFieldComponent
    component to the GameObject. The custom control appears in the Inspector with the default value of
    0
    for the Binding Target. If you change the value of the underlying double property, the UI reflects that change.

Additional resources