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Unity - Scripting API: VisualTreeAsset
Version: Unity 6.5 (6000.5)
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    LanguageEnglish
    • C#

    VisualTreeAsset

    class in UnityEngine.UIElements

    /

    Inherits from:ScriptableObject

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    Description

    An instance of this class holds a tree of VisualElementAsset's, created from a UXML file. Each node in the file corresponds to a VisualElementAsset. You can clone a VisualTreeAsset to create a tree of VisualElement's.

    Note: You can't generate a VisualTreeAsset from raw UXML at runtime.

    The following example loads a VisualTreeAsset from a UXML file in a custom Editor script.

    using UnityEditor;
    using UnityEngine;
    using UnityEngine.UIElements;

    public class VisualTreeAssetExample : EditorWindow { [MenuItem("Window/VisualTreeAssetExample")] public static void ShowWindow() { var window = GetWindow<VisualTreeAssetExample>(); window.titleContent = new GUIContent("VisualTreeAssetExample"); }

    public void CreateGUI() { // Load the UXML asset var visualTree = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>("Assets/Editor/MyCustomEditor.uxml"); if (visualTree != null) { // Clone the UXML and add it to the root VisualElement VisualElement root = visualTree.CloneTree(); rootVisualElement.Add(root); } else { Debug.LogError("UXML file not found at specified path."); } } }

    Properties

    Property Description
    contentHash A hash value computed from the template content.
    importedWithErrors Whether there were errors encountered while importing the UXML File
    importedWithWarnings Whether there were warnings encountered while importing the UXML File
    stylesheets The stylesheets used by this VisualTreeAsset.
    templateDependencies The UXML templates used by this VisualTreeAsset.

    Public Methods

    Method Description
    CloneTree Build a tree of VisualElements from the asset.
    Instantiate Build a tree of VisualElements from the asset.

    Inherited Members

    Properties

    PropertyDescription
    hideFlagsControls whether the object is hidden, saved with the scene, and editable by the user.
    nameThe name of the object.

    Public Methods

    MethodDescription
    GetEntityIdGets the EntityId of the object.
    GetHashCodeReturns the hash code for the object.
    ToStringReturns the name of the object.

    Static Methods

    MethodDescription
    DestroyRemoves a GameObject, component, or asset.
    DestroyImmediateDestroys the specified object immediately. Use with caution and in Edit mode only.
    DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
    FindAnyObjectByTypeRetrieves any active loaded object of Type T.
    FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
    InstantiateClones the object original and returns the clone.
    InstantiateAsyncCaptures a snapshot of the original object that's related to another GameObject and obtains an AsyncInstantiateOperation instance of the resulting objects.
    CreateInstanceCreates an instance of a scriptable object.

    Operators

    OperatorDescription
    boolDetermines whether the object exists.
    operator !=Compares if two objects refer to a different object.
    operator ==Compares two object references to see if they refer to the same object.

    Messages

    MessageDescription
    AwakeCalled when an instance of ScriptableObject is created.
    OnDestroyThis function is called when the scriptable object will be destroyed.
    OnDisableThis function is called when the scriptable object goes out of scope.
    OnEnableThis function is called when the object is loaded.
    OnValidateEditor-only function that Unity calls when the script is loaded or a value changes in the Inspector.
    ResetReset to default values.

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