UI builder and custom elements

Yep, you can do that by inheriting from VisualElement. You can then define a UxmlFactory inside your element class to expose it to UXML (so you can create it with a tag with same name as you C# type). And you can define a UxmlTraits class to add custom attributes that you can then set in UXML. These custom attributes will then be exposed in the UI Builder inspector, like Text, Binding Path, Name, etc. (in your screenshot). Here’s a full example of a custom element and some UXML attribute declarations:

class BuilderAttributesTestElement : VisualElement
{
    public enum Existance
    {
        None,
        Good,
        Bad
    }

    public new class UxmlFactory : UxmlFactory<BuilderAttributesTestElement, UxmlTraits> { }

    public new class UxmlTraits : VisualElement.UxmlTraits
    {
        UxmlStringAttributeDescription m_String = new UxmlStringAttributeDescription { name = "string-attr", defaultValue = "default_value" };
        UxmlFloatAttributeDescription m_Float = new UxmlFloatAttributeDescription { name = "float-attr", defaultValue = 0.1f };
        UxmlDoubleAttributeDescription m_Double = new UxmlDoubleAttributeDescription { name = "double-attr", defaultValue = 0.1 };
        UxmlIntAttributeDescription m_Int = new UxmlIntAttributeDescription { name = "int-attr", defaultValue = 2 };
        UxmlLongAttributeDescription m_Long = new UxmlLongAttributeDescription { name = "long-attr", defaultValue = 3 };
        UxmlBoolAttributeDescription m_Bool = new UxmlBoolAttributeDescription { name = "bool-attr", defaultValue = false };
        UxmlColorAttributeDescription m_Color = new UxmlColorAttributeDescription { name = "color-attr", defaultValue = Color.red };
        UxmlEnumAttributeDescription<Existance> m_Enum = new UxmlEnumAttributeDescription<Existance> { name = "enum-attr", defaultValue = Existance.Bad };

        public override IEnumerable<UxmlChildElementDescription> uxmlChildElementsDescription
        {
            get { yield break; }
        }

        public override void Init(VisualElement ve, IUxmlAttributes bag, CreationContext cc)
        {
            base.Init(ve, bag, cc);
            var ate = ve as BuilderAttributesTestElement;

            ate.Clear();

            ate.stringAttr = m_String.GetValueFromBag(bag, cc);
            ate.Add(new TextField("String") { value = ate.stringAttr });

            ate.floatAttr = m_Float.GetValueFromBag(bag, cc);
            ate.Add(new FloatField("Float") { value = ate.floatAttr });

            ate.doubleAttr = m_Double.GetValueFromBag(bag, cc);
            ate.Add(new DoubleField("Double") { value = ate.doubleAttr });

            ate.intAttr = m_Int.GetValueFromBag(bag, cc);
            ate.Add(new IntegerField("Integer") { value = ate.intAttr });

            ate.longAttr = m_Long.GetValueFromBag(bag, cc);
            ate.Add(new LongField("Long") { value = ate.longAttr });

            ate.boolAttr = m_Bool.GetValueFromBag(bag, cc);
            ate.Add(new Toggle("Toggle") { value = ate.boolAttr });

            ate.colorAttr = m_Color.GetValueFromBag(bag, cc);
            ate.Add(new ColorField("Color") { value = ate.colorAttr });

            ate.enumAttr = m_Enum.GetValueFromBag(bag, cc);
            var en = new EnumField("Enum");
            en.Init(m_Enum.defaultValue);
            en.value = ate.enumAttr;
            ate.Add(en);
        }
    }

    public string stringAttr { get; set; }
    public float floatAttr { get; set; }
    public double doubleAttr { get; set; }
    public int intAttr { get; set; }
    public long longAttr { get; set; }
    public bool boolAttr { get; set; }
    public Color colorAttr { get; set; }
    public Existance enumAttr { get; set; }
}

UXML usage:

<BuilderAttributesTestElement
    string-attr="my-string"
    float-attr="4.2"
    double-attr="4.3"
    int-attr="4"
    long-attr="423"
    bool-attr="true"
    color-attr="#CA7C03FF"
    enum-attr="Good" />

And this is how its UI Builder inspector looks like:

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