Version: 2022.3
LanguageEnglish
  • C#

Serializable

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

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.

Additional resources: 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; }