Toggle
UnityEngine.UIElements.Toggle
阅读时间2 分钟最后更新于 1 个月前
A Toggle includes an image and a label. Just like other standard UI Toolkit controls, such as a Button, a Toggle has a Clickable manipulator attached to it that registers to and . When one of those events triggers the manipulator, the Toggle's value changes from to or from to . You can read or set the current values of a Toggle. You can also bind a Toggle to a variable.
MouseUpEventPointerUpEventtruefalsefalsetrueBooleanYou can display or hide elements based on other conditions, such as a selection from a drop-down, or an enabled option. An example of a conditional UI is the Unity Camera Inspector. It displays additional options when you activate Physical Camera mode.
Create a Toggle
You can create a Toggle with UI Builder, UXML, or C#.
The following USS example styles the Toggle:
.some-styled-field { -unity-font-style: bold;}
The following C# example creates a Toggle with a specific label:
Toggle myToggle = new Toggle("Click me");
Style a Toggle
By default, a Toggle control appears as a checkbox. You can apply styles to make it look like a typical toggle switch.
To style the checkbox of a toggle, use the and style properties. For example, if you have applied a class named to the Toggle. The following USS changes the background images of the checkbox when you select or clear the toggle:
.unity-toggle__input.unity-toggle__checkmarkclassName/* Set the background image when the checkbox is selected. */.className:checked > .unity-toggle__input > .unity-toggle__checkmark { background-image: url("path/to/image-file");}/* Set the background image When the checkbox is not selected. */.className > .unity-toggle__input > .unity-toggle__checkmark { background-image: url("path/to/image-file"); }
Examples
The following UXML example creates a Toggle:
<UXML xmlns="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements"> <Toggle label="UXML Field" name="the-uxml-field" /></UXML>
The following C# example illustrates some of the customizable functionalities of the Toggle:
// Get a reference to the field from UXML and assign a value to it. var uxmlField = container.Q<Toggle>("the-uxml-field"); uxmlField.value = true; // Create a new field, disable it, and give it a style class. var csharpField = new Toggle("C# Field"); csharpField.value = false; 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<bool>>((evt) => { csharpField.value = evt.newValue; });
To try this example live in Unity, go to Window > UI Toolkit > Samples.
For more examples, refer to the following:
C# base class and namespace
C# class:
ToggleNamespace:
UnityEngine.UIElementsBase class:
BaseBoolFieldInherited UXML attributes
This element inherits the following attributes from its base class:
Name | Type | Description |
|---|---|---|
| | Path of the target property to be bound. |
| | If false, this prevents the element from being focused. The element can only be focused if its canGrabFocus property is true. |
| | 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. |
| | An integer used to sort focusable elements in the focus ring. Must be greater than or equal to zero. Setting the |
| | Optional text that appears after the BaseBoolField. Unity creates a |
| | Whether to activate the toggle when the user clicks the label. |
| | The value associated with the field. |
This element also inherits the following attributes from :
VisualElementName | Type | Description |
|---|---|---|
| | 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 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 |
| | Assigns a data source to this VisualElement which overrides any inherited data source. This data source is inherited by all children. |
| | Path from the data source to the value. |
| | 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. |
| | Returns true if the This flag isn't changed if the VisualElement is disabled implicitly by one of its parents. To verify this, use |
| | Indicates the directionality of the element's text. The value will propagate to the element's children. Setting |
| | 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. |
| | Determines if this element can be the target of pointer events or picked by Elements can not be picked if: - They are invisible- Their Elements with a picking mode of |
| | Sets the style values on a 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 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. |
| | 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. |
| | A combination of hint values that specify high-level intended usage patterns for the |
| | 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 |
USS classes
The following table lists all the C# public property names and their related USS selector.
C# property | USS selector | Description |
|---|---|---|
| | USS class name for Toggle elements. Unity adds this USS class to every instance of the Toggle element. Any styling applied to this class affects every Toggle located beside, or below the stylesheet in the visual tree. |
| | USS class name for Labels in Toggle elements. Unity adds this USS class to the |
| | USS class name of input elements in Toggle elements. Unity adds this USS class to the input sub-element of the |
| | USS class name of Toggle elements that have no text. Unity adds this USS class to the |
| | USS class name of Images in Toggle elements. Unity adds this USS class to the Image sub-element of the |
| | USS class name of Text elements in Toggle elements. Unity adds this USS class to Text sub-elements of the |
| | USS class name of Toggle elements that have mixed values Unity adds this USS class to checkmark of the |
| | USS class name of elements of this type. |
| | USS class name of labels in elements of this type. |
| | USS class name of input elements in elements of this type. |
| | USS class name of elements of this type, when there is no label. |
| | USS class name of labels in elements of this type, when there is a dragger attached on them. |
| | USS class name of elements that show mixed values |
| | USS class name of elements that are aligned in a inspector element |
| | 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 at every level of its hierarchy.
VisualElement