Version: 2022.2
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Indicates that a class or a struct can be serialized.

To enable serialization, apply the [Serializable] attribute. For more information on serialization, see Script Serialization.

This attribute is not required for classes that derive from serialized Unity classes, such as MonoBehaviour, ScriptableObject and ScriptedImporter.

See Also: NonSerialized, SerializeReference, SerializeField, JsonUtility.FromJson

The following example creates a custom PlayerStats struct and gives it the [Serializable] attribute, which makes it serializable. It then creates a private field of type PlayerStats, and applies the [SerializeField] attribute to it, to make it show up in the Inspector.

using System;
using UnityEngine;

public class Player : MonoBehaviour { //Declare a custom struct. The [Serializable] attribute ensures //that its content is included when the 'stats' field is serialized. [Serializable] public struct PlayerStats { public int movementSpeed; public int hitPoints; public bool hasHealthPotion; }

//Use [SerializeField] attribute to ensure that the private field is serialized [SerializeField] private PlayerStats stats; }