• Studio

  • Studio API

  • Bots

  • Web API

  • Designer Resources

  • Host Resources

  • CREATE

    User Interface

    UXML

    Edit

    UXML Attributes

    Introduction

    Attributes are used to define the properties of a UXML element. They are key-value pairs that are used to set the appearance, behavior, and other properties of the element. Attributes are defined within the opening tag of an element and are separated by spaces.

    Syntax

    The general syntax for defining attributes in UXML is as follows:

    <VisualElement attribute1="value1" attribute2="value2" />
    

    In the above syntax:

    • VisualElement is the name of the UXML element.
    • attribute1 and attribute2 are the attribute names.
    • value1 and value2 are the values assigned to the attributes.

    Common Attributes

    Here are some common attributes used in UXML:

    name

    The name attribute serves as an identifier for the element and should be unique. It is often used for binding the element with Lua scripts.

    Example:

    <VisualElement name="uniqueElement" />
    

    In this example, the name attribute is set to uniqueElement, which can be used to reference this element in Lua scripts.

    Example:

    You can bind the element in Lua using the following syntax --!Bind:

    --!Bind 
    local uniqueElement : VisualElement = nil
    

    uniqueElement is now bound to the VisualElement with the name "uniqueElement".

    class

    The class attribute is used to assign a CSS class to the element. It allows you to style the element using CSS.

    Example:

    <VisualElement class="button" />
    

    You can assign multiple classes to an element by separating them with spaces:

    <VisualElement class="button selected" />
    

    And later access them using CSS:

    .button {
      background-color: blue;
    }
    
    .selected {
      background-color: red;
    }
    

    When an element has multiple classes, the styles are applied in the order they are defined in the class attribute.

    picking-mode

    The picking-mode attribute defines how the element interacts with mouse events. It can have the following values:

    • Ignore: The element does not respond to mouse events.
    • Position: The element responds to mouse events based on its position.

    Example:

    
    <Button class="action-button" name="clickButton" />
    <VisualElement picking-mode="Ignore" />
    

    If picking-mode is Ignore, the element will not respond to mouse events.

    tooltip

    The tooltip attribute provides additional information when the user hovers over the element.

    Example:

    <Button text="Hover me" tooltip="This is a button" />
    

    The tooltip will be displayed when the user hovers over the element.

    Conclusion

    Attributes are an essential part of UXML elements as they define the properties and behavior of the elements. By using attributes, you can customize the appearance and behavior of your UI elements to create a rich user experience.

    Updated 2 months ago

    PocketWorlds Icon

    © 2025 Pocket Worlds. All rights reserved.