Version: 2021.3+
This example demonstrates how to receive callbacks when a bound serialized property changes.
This example creates a custom Editor window with a TextField that binds to the name of a GameObject in a scene. If the name of the GameObject is GameObject
, the background color of the text field label changes to dark red.
You can find the completed files for the example in this GitHub repository.
This guide is for developers familiar with the Unity Editor, UI Toolkit, and C# scripting. Before you start, get familiar with the following:
Create a C# script that:
CheckName()
method whenever the value of a serialized property changesTrackPropertyValue()
extension methodUnbind()
before calling the TrackPropertyValue()
again on another property.A VisualElement
can only track one property at any given time.
Create a project in Unity with any template.
In your Project window, create a folder named callback-SerializedProperty-changes
to store your files.
In the callback-SerializedProperty-change folder, create a folder named Editor
.
In the Editor folder, create a C# script named SimpleBindingPropertyTrackingExample.cs
and replace its contents with the following:
using UnityEditor;
using UnityEngine;
using UnityEditor.UIElements;
using UnityEngine.UIElements;
namespace UIToolkitExamples
{
public class SimpleBindingPropertyTrackingExample : EditorWindow
{
TextField m_ObjectNameBinding;
[MenuItem("Window/UIToolkitExamples/Simple Binding Property Tracking Example")]
public static void ShowDefaultWindow()
{
var wnd = GetWindow<SimpleBindingPropertyTrackingExample>();
wnd.titleContent = new GUIContent("Simple Binding Property Tracking");
}
public void CreateGUI()
{
m_ObjectNameBinding = new TextField("Object Name Binding");
rootVisualElement.Add(m_ObjectNameBinding);
OnSelectionChange();
}
public void OnSelectionChange()
{
GameObject selectedObject = Selection.activeObject as GameObject;
if (selectedObject != null)
{
// Create the SerializedObject from the current selection
SerializedObject so = new SerializedObject(selectedObject);
// Note: the "name" property of a GameObject is actually named "m_Name" in serialization.
SerializedProperty property = so.FindProperty("m_Name");
// Ensure to use Unbind() before tracking a new property
m_ObjectNameBinding.Unbind();
m_ObjectNameBinding.TrackPropertyValue(property, CheckName);
// Bind the property to the field directly
m_ObjectNameBinding.BindProperty(property);
CheckName(property);
}
else
{
// Unbind any binding from the field
m_ObjectNameBinding.Unbind();
}
}
void CheckName(SerializedProperty property)
{
if (property.stringValue == "GameObject")
{
m_ObjectNameBinding.style.backgroundColor = Color.red * 0.5f;
}
else
{
m_ObjectNameBinding.style.backgroundColor = StyleKeyword.Null;
}
}
}
}
GameObject
, the background color of the label changes to dark red.