Editor serialization in Unity Behavior
Unity Behavior stores nodes and Blackboard variables in assets using SerializeReference, which are then saved as ScriptableObjects. This section explains how serialization works, its limitations, and how to identify or prevent issues that missing type references cause.
| Topic | Description |
|---|---|
Understanding SerializeReference limitations |
Learn when Unity’s SerializeReference can lose a referenced type and why that matters for assets. |
How SerializeReference limitations affect Behavior assets |
Understand how lost type references affect nodes and Blackboard variables. |
| Mitigation systems in Behavior | Review Editor, Play mode, and build-time safeguards that reduce the risk and impact of missing types. |