Changelog
Release 1.2.0
Settings: TrackAll option replaced with TrackUxmlMode option with a list of included/excluded folders for the auto-trackable UXML
Settings: Class and Fields templates are moved to the settings from the Templates asset
Settings: added DefferCodeGeneration option, if enabled, script code generation will be delayed while the UI Builder window is open to prevent editor slowdowns due to recompilation
Settings: added OverwriteExistingFiles option
VisualElements with a custom tag name are correctly processed now
Code Generation: added an empty constructor, a new constructor, and the FindFields() method that accepts UIDocument
Release 1.1.4
small improvements
Release 1.1.3
fixed compatibility with the latest Unity versions
Release 1.1.2
bugfix: now only .uxml files in the Assets folder are processed; .uxml files in the Packages are ignored
Settings: added the Open UXML Files In External IDE option to open .uxml files in an external editor instead of the UI Builder
Release 1.1.1
bugfix: elements with custom tag names, like
[UxmlElement("custom-tag")], were not correctly processedbugfix: namespace and classname were not properly updated for the tracked assets in some cases
Release 1.1.0
Settings: added UxmlFileWatcher option (enabled by default). Unity sometimes fails to detect changes in .uxml files - this option ensures updates are picked up reliably.
Settings: introduced Ignored Name Masks to exclude specific element names. Supports wildcards (
*). For example,ignore-*will ignore any element whose name starts withignore-.Settings: added
{UxmlFolder}placeholder for Default Scripts Folder. When used, the generated script will be saved in the same directory as its source .uxml file.Settings: the Default Scripts Folder now defaults to
{UxmlFolder}.Core: Added NameProcessor for advanced control over how element names are converted into C# property names.
Release 1.0.0
Initial release