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 processed

  • bugfix: 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 with ignore-.

  • 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