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; }