I mean, it’s been like four or five years now. Shouldn’t we be way past the ‘pertinent foundational systems’ part of development? It gives me vibes similar to the new Input system all over again. lol
As for the self-rolling solution - that’s exactly what I ended up doing. In fact it took far less time to write my own than what I spent faffing about with the one provided (which I’m pretty sure was ad-hoc anyway since it appears to be under the shadergraph namespace of all things). And sure, it only took me a couple of hours of research and tinkering and, thankfully, a very helpful post . But again, this is all so that I can recreate a control that I would just expect to exist. And again, in something like WPF (which is considered a very high-barrier-to-entry) it takes about three lines of code to create a custom control and expose a property so I think it could be much simpler than it currently is (i.e. code-behind and generators). And since they are apparently still working in the foundational stuff, I don’t see the harm in reconsidering this aspect in particular.
Anyway, I did eventually kinda sort get the unity-provided tab buttons working. Exiting Unity and restarting it seems to have corrected the binding target issues for the views that each button controlled. And apparently when the views disappear I had to hit save in order to get things to work properly again. Unfortunately the styling of the tabbed buttons seems to be impervious to modification so I rolling my own ended up just being the only seemingly viable route to the end goal even after I figured out how to get the controls working on a mechanical level.