| name | serialization-safety |
| description | Unity serialization rules — FormerlySerializedAs on renames, SerializeField vs public, SerializeReference for polymorphism, Unity null check (== null not ?.). CRITICAL: prevents silent data loss. |
| alwaysApply | true |
Serialization Safety
This is the single most important skill. Serialization mistakes cause silent data loss — every configured value in every scene, prefab, and ScriptableObject resets to default with zero warning.
Rule 1: FormerlySerializedAs on ANY Rename
[SerializeField] private float _speed = 5f;
[FormerlySerializedAs("_speed")]
[SerializeField] private float _moveSpeed = 5f;
Why: Unity serializes fields by name. Renaming breaks the name → value mapping. Every scene, prefab, and SO that configured this field silently loses its value. [FormerlySerializedAs] tells Unity "this field used to be called X."
The attribute stays forever. Never remove it.
Rule 2: Unity Null Check
if (_target == null) return;
if (_target != null) _target.TakeDamage(10);
if (_target is null) return;
_target?.TakeDamage(10);
_target ??= FindNewTarget();
Why: Unity objects can be "destroyed" (C++ side freed) but not yet garbage collected (C# reference still exists). Unity overrides == to return true for destroyed objects. C# pattern matching (is null, ?., ??) uses reference equality, which returns false — so you call methods on destroyed objects, causing crashes or undefined behavior.
Rule 3: What Unity Serializes
Serialized:
public fields (without [NonSerialized])
[SerializeField] private/protected fields
- Types:
int, float, bool, string, Vector2/3/4, Color, Rect, Quaternion, AnimationCurve, Gradient, enums, UnityEngine.Object subclasses, arrays, List<T>, [Serializable] structs/classes
NOT Serialized:
- Properties (getters/setters) — even with
[SerializeField]
static fields
readonly fields
const fields
Dictionary<K,V> — use ISerializationCallbackReceiver
- Interfaces / abstract types — use
[SerializeReference]
- Delegates / events
Rule 4: SerializeField Private Over Public
[SerializeField] private float _health = 100f;
public float Health => _health;
public float health = 100f;
Rule 5: SerializeReference for Polymorphism
[SerializeField] private IAbility _ability;
[SerializeReference] private IAbility _ability;
Rule 6: NonSerialized for Cached Data
public class Enemy : MonoBehaviour
{
[SerializeField] private float _maxHealth = 100f;
[NonSerialized] public float CurrentHealth;
private Transform _cachedTransform;
}
Rule 7: ISerializationCallbackReceiver for Dictionaries
public class DataStore : MonoBehaviour, ISerializationCallbackReceiver
{
[SerializeField] private List<string> _keys = new();
[SerializeField] private List<float> _values = new();
private Dictionary<string, float> _data = new();
public void OnBeforeSerialize()
{
_keys.Clear();
_values.Clear();
foreach (KeyValuePair<string, float> pair in _data)
{
_keys.Add(pair.Key);
_values.Add(pair.Value);
}
}
public void OnAfterDeserialize()
{
_data = new Dictionary<string, float>();
for (int i = 0; i < _keys.Count; i++)
{
_data[_keys[i]] = _values[i];
}
}
}
Rule 8: Serialization Depth Limit
Unity stops serializing at 7 levels of nesting. Deeply nested data structures are silently truncated. If you need deep data, flatten it or use [SerializeReference].
Rule 9: HideInInspector vs NonSerialized
[HideInInspector] — hides from Inspector but still serializes (data is saved)
[NonSerialized] — prevents serialization entirely (data is not saved, resets on play)
Rule 10: Auto-Property Serialization
[field: SerializeField] public float Speed { get; private set; }
[field: FormerlySerializedAs("<Speed>k__BackingField")]
[field: SerializeField] public float MoveSpeed { get; private set; }