Version: 2021.3+
This example demonstrates how to use the binding-path
attribute of a BindableElement in UXML to bind fields to nested properties of a SerializedObject.
This example creates a custom Inspector UI with the following:
You can find the completed files that this example creates in this GitHub repository.
This guide is for developers familiar with the Unity Editor, UI Toolkit, and C# scripting. You are recommended to have a basic understanding of the following:
Create a C# script to define a class for a tank that has health values to make it destructible.
Create a project in Unity with any template.
In your Project window, create a folder named bind-nested-properties
to store all the files.
Create a C# script named DestructibleTankScript.cs
and replace its content with the following:
using System;
using UnityEngine;
using UnityEngine.Serialization;
[Serializable]
public struct Health
{
public int armor;
public int life;
}
[ExecuteInEditMode]
public class DestructibleTankScript : MonoBehaviour
{
public string tankName = "Tank";
public float tankSize = 1;
public Health health;
private void Update()
{
gameObject.name = tankName;
gameObject.transform.localScale = new Vector3(tankSize, tankSize, tankSize);
}
public void Reset()
{
health.armor = 100;
health.life = 10;
}
}
Create a UXML file with a BindableElement. Set the BindableElement’s binding-path
to the health
property and set each child element’s binding-path
of the BindableElement to the armor
and life
properties of health
.
In the bind-nested-properties folder, create a folder named Editor
.
In the Editor folder, create a USS file named tank_inspector_styles.uss
and replace its contents with the following:
.container {
background-color: rgb(80, 80, 80);
flex-direction: column;
}
Label {
background-color: rgb(80, 80, 80);
}
TextField:hover {
background-color: rgb(255, 255, 0);
}
FloatField {
background-color: rgb(0, 0, 255);
}
Create a UI Document named destructible_tank_editor.uxml
and replace its contents with the following:
<UXML xmlns="UnityEngine.UIElements" xmlns:ue="UnityEditor.UIElements">
<Style src="tank_inspector_styles.uss"/>
<VisualElement name="row" class="container">
<Label text="Tank Script - Custom Inspector" />
<ue:PropertyField binding-path="tankName" name="tank-name-field" />
<ue:PropertyField binding-path="tankSize" name="tank-size-field" />
<BindableElement binding-path="health">
<ue:PropertyField binding-path="armor"/>
<ue:PropertyField binding-path="life"/>
</BindableElement>
</VisualElement>
</UXML>
Create a C# script that registers a custom Editor for the DestructibleTankScript
.
Create a C# script named DestructibleTankEditor.cs
and replace its content with the following:
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
[CustomEditor(typeof(DestructibleTankScript))]
public class DestructibleTankEditor : Editor
{
[SerializeField]
VisualTreeAsset visualTreeAsset;
public override VisualElement CreateInspectorGUI()
{
return visualTreeAsset.CloneTree();
}
}
Select DestructibleTankEditor.cs
in the Project window.
Drag destructible_tank_editor.uxml
to Visual Tree Asset in the Inspector.
health.armor
and health.life
properties. If you change the values in the Inspector, the values of the underlying properties change.