- Unity.Properties: PropertyPath (names, indices, keys; combine, append, pop, sub-paths), PropertyContainer get/set by the property bag rules (public and [SerializeField] fields, [CreateProperty] members; a dictionary key gives its KeyValuePair entry), TypeConversion, TypeConverter and the property attributes.
- Data binding: SetBinding with BindingId paths into the element ("text", "style.display"), DataBinding in every mode (ToTarget every update, ToTargetOnce, ToSource, TwoWay by the side that changed), own or hierarchical data sources and paths (dataSource, dataSourcePath, GetHierarchicalDataSourceContext), local and global ConverterGroups, update triggers, IDataSourceViewHashProvider, CustomBinding. As in Unity, a converter applies only when it makes the target's type, and failures don't log. Bindings update in the panel's frame, so changes show the next frame.
- ListView (items made and bound when the view next updates, fixed item heights, selection and its events, RefreshItems, Rebuild, the empty label, itemTemplate) and DropdownField / PopupField (choices, index, value, formatting, a dropdown menu over the panel).
- Checked by
ui_toolkit_binding(6000.3): paths and the property bag rules, each binding mode frame by frame, converters, hierarchical sources, ListView items and selection, DropdownField values and events. - Not yet: virtualized ListView (every item is made), reordering and the add/remove footer, multi-column views, TreeView.
- Next: UI Toolkit stage 3: Addressables (Unity.Addressables, Unity.ResourceManager) to run UnityChess.
Phase 6 · Slice 22 ·