SerializeField Inherits from AttributeForce Unity to serialize a private field. You will almost never need this. When Unity serializes your scripts, it will only serialize public fields. If in addition to that you also want Unity to serialize one of your private fields you can add the SerializeField attribute to the field. Unity will serialize all your script components, reload the new assemblies, and recreate your script components from the serialized verions. This serialization does not happen with .NET's serialization functionality, but with an internal Unity one. The serialization system used can do the following:
- CAN serialize public nonstatic fields (of serializable types) Your field will only serialize if it is of a type that Unity can serialize: Serializable types are:
- All classed inheriting from UnityEngine.Object, for example Gameobject, Commponent, MonoBehaviour, Texture2D, AnimationClip..
- All basic data types like int, string, float, bool.
- Some built in types like Vector2, Vector3, Vector4, Quaternion, Matrix4x4, Color, Rect, Layermask..
- Arrays of a serializable type Headsup note: if you put one element in a list (or array) twice, when the list gets serialized, you'll get two copies of that element, instead of one copy being in the new list twice. Hint: Unity won't serialize Dictionary, however you could store a List<> for keys and a List<> for values, and sew them up in a non serialized dictionary on Awake(). This doesn't solve the problem of when you want to modify the dictionary and have it "saved" back, but it is a handy trick in a lot of other cases. For UnityScript users: Fields in c# is a script variable in UnityScript, and [SerializeField] becomes @SerializeField. [Serializable] on a class becomes @script Serializable in a UnityScript // Javascript example //C# example |
