Uploaded April 2023 | Updated September 2026, 22 minutes ago
Getting started with UI Toolkit? Check out my UI Toolkit Fundamentals Course: gamedev.tv/courses/unity-ui-toolkit-fundamentals?ref=mjuzyjq&utm_source=llamacademy&utm_medium=youtube&utm_campaign=unityscape-uitk
This week you'll learn how to use UI Toolkit to create reusable components that encapsulate behaviors and interactions. We're creating a custom Visual Element for use in the Editor, but the same concept can be applied to runtime GUIs. Making reusable components reduces duplication of effort and unifies user interaction with your controls!
πΆ ALL THINGS LlamAcademy now available at: https://llamacademy.dev/support including latest tutorials, courses, ways to support, and more! Check it out π
π¨βπ» Get the FULL FREE PROJECT on GitHub: github.com/llamacademy/scriptable-object-based-guns
π·οΈSave 25% on the ultimate C# IDE: JetBrains Rider with code LLAMACADEMY: jetbrains.com/store/?section=personal&billing=yearly
π Resources:
π UI Toolkit Reusable Components: docs.unity3d.com/Manual/UIE-encapsulate-uxml-with-logic.html
π UI Toolkit Custom Inspector: docs.unity3d.com/Manual/UIE-HowTo-CreateCustomInspector.html
π UI Toolkit Binding Best Practices: docs.unity3d.com/Manual/UIE-Binding.html
Some links may be affiliate links, which at no additional cost to you, gives me a small portion of the purchase.
Chapters:
00:00 Topic Introduction
00:32 What we'll make
01:03 Create the Template with UXML
03:10 Create the backing class
04:43 Initialization Options
05:17 Property Binding (Editor Only)
06:00 Drag and Drop your control in the UI Builder
06:30 Support LlamAcademy
Getting started with UI Toolkit? Check out my UI Toolkit Fundamentals Course: gamedev.tv/courses/unity-ui-toolkit-fundamentals?ref=mjuzyjq&utm_source=llamacademy&utm_medium=youtube&utm_campaign=unityscape-uitk
This week you'll learn how to use UI Toolkit to create reusable components that encapsulate behaviors and interactions. We're creating a custom Visual Element for use in the Editor, but the same concept can be applied to runtime GUIs. Making reusable components reduces duplication of effort and unifies user interaction with your controls!
πΆ ALL THINGS LlamAcademy now available at: https://llamacademy.dev/support including latest tutorials, courses, ways to support, and more! Check it out π
π¨βπ» Get the FULL FREE PROJECT on GitHub: github.com/llamacademy/scriptable-object-based-guns
π·οΈSave 25% on the ultimate C# IDE: JetBrains Rider with code LLAMACADEMY: jetbrains.com/store/?section=personal&billing=yearly
π Resources:
π UI Toolkit Reusable Components: docs.unity3d.com/Manual/UIE-encapsulate-uxml-with-logic.html
π UI Toolkit Custom Inspector: docs.unity3d.com/Manual/UIE-HowTo-CreateCustomInspector.html
π UI Toolkit Binding Best Practices: docs.unity3d.com/Manual/UIE-Binding.html
Some links may be affiliate links, which at no additional cost to you, gives me a small portion of the purchase.
Chapters:
00:00 Topic Introduction
00:32 What we'll make
01:03 Create the Template with UXML
03:10 Create the backing class
04:43 Initialization Options
05:17 Property Binding (Editor Only)
06:00 Drag and Drop your control in the UI Builder
06:30 Support LlamAcademy










