Method that returns a Boolean indicating whether a tab is currently selected (tab) => tab != clickedTab & TabIsCurrentlySelected(tab) Label clickedTab = evt.currentTarget as Label Then select the tab that was clicked on If it is not selected, find other tabs that are selected, unselect them Public TabbedMenuController(VisualElement root) Private const string contentNameSuffix = "Content" Define the suffix of the tab content name Private const string tabNameSuffix = "Tab" Tab and tab content have the same prefix but different suffix Private const string unselectedContentClassName = "unselectedContent" Private const string currentlySelectedTabClassName = "currentlySelectedTab" Private const string tabClassName = "tab" In the TabbedMenu folder, create a C# script named TabbedMenuController.cs with the following contents: // This script defines the tab selection logic. Create a MonoBehaviour script that attaches the tabbed menu logic to the game. When a user clicks a tab, the tab’s content displays and the current content hides. This references the source asset to the UXML file you created.Ĭreate a C# script that change the displayed tab content. Select the UIDocument GameObject in the hierarchy and drag TabbedMenu.uxml from your Project window A window that shows the contents of your Assets folder (Project tab) More info See in Glossary to the Source Asset field of the UI Document component in the Inspector A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values.In the SampleScene, select GameObject > UI Toolkit > UI Document.More info See in Glossary in the SampleScene and add the UI Document as the source asset. A GameObject’s functionality is defined by the Components attached to it. */Ĭreate a UIDocument GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. If you save your UXML in UI Builder, USS file is referenced by the file location, fileID and guid. The finished TabbedMenu.uxml looks like the following: unselectedContent to ParisContent and OttawaContent * Adds background color for the selected tab */Ĭlick Add Existing USS and select s. * Sets each label in tabs to have the same size. Open s and add the following styling rules: /* Style for tabs */ In the TabbedMenu folder, create a stylesheet named s. It adds a background color for the selected tab and hides the un-selected tab content. This example arranges tabs in a row and on top of the tab content. You can style the tabs and the tab content the way you like. Your UI Builder Hierarchy looks like the following: UI Builder Hierarchy Define the tabbed menu stylesĭefine the layout for tabs and tab content using USS. Set the tab Label names and content Label names to the following: Each tab name has the Tab suffix and each tab content has the Content suffix. To associate the tab content with the tab, this example uses the same prefixes but different suffixes for the Label names. Under tabContent, add three Label controls and give them the following Label texts: Under tabs, add three Label controls and give them the following Label texts: In the TabbedMenu folder, create a UI Document named TabbedMenu.uxml.ĭouble-click TabbedMenu.uxml to open it in the UI Builder.Īdd two VisualElements named tabs and tabContent under the root. In these sections, create three tab elements and three tab content elements.Ĭreate a project in Unity with any template.Ĭlick GameObject > UI Toolkit > UI Document to add a UI Document in the sample scene.Ĭreate a folder in Assets named TabbedMenu to store all your files. Before you start, get familiar with the following:Ĭreate two sections in your menu using the UI Builder, one for tabs and one for the content of tabs. This guide is for developers familiar with Unity, UI Toolkit, Flexbox, and C# scripting. You can find the completed files that this example creates in this GitHub repository. To create tabbed content, you need to define the menu elements, styles, and logic. When you click a tab, only the content associated with that tab is displayed. This example adds a menu in the sample scene. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. This example demonstrates how to create a tabbed menu in the sample scene A Scene contains the environments and menus of your game. You can use UI Toolkit to create a tabbed menu for a custom Editor window or runtime. Unity currently supports three UI systems. Tabbed menus are common in video games and application UI (User Interface) Allows a user to interact with your application.
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