Unity Inspector becomes 𝙩𝙤𝙤 𝙢𝙚𝙨𝙨𝙮😕

But Devs have 21 𝙬𝙖𝙮𝙨 𝙩𝙤 𝙥𝙡𝙖𝙮 𝙬𝙞𝙩𝙝 𝙐𝙣𝙞𝙩𝙮'𝙨 𝙄𝙣𝙨𝙥𝙚𝙘𝙩𝙤𝙧
ATTRIBUTES are 𝙪𝙣𝙙𝙚𝙧𝙪𝙩𝙞𝙡𝙞𝙯𝙚𝙙

I don't know why

They are pretty straightforward to use.

Attributes in Unity are unique tags written in square brackets [AttributeName]
that modify how fields, properties, or classes behave in
the Inspector and during serialization.

These are the Attributes:

📦 Core Serialization
🔹 [SerializeField]: The RIGHT way to show private fields
🔹 [Serializable]: Make ANY class appear in the Inspector
🔹 [NonSerialized]: Keep that public field out of serialization
🔹 [FormerlySerializedAs]: Rename without breaking everything!

🎨 Inspector Magic
🔹 [Header]: Group your variables like a pro
🔹 [Tooltip]: Help text that future-you will thank you for
🔹 [Space]: Give your Inspector room to breathe
🔹 [TextArea]/[Multiline]: Perfect for those long text fields
🔹 [ColorUsage]: HDR colors? Alpha? You got it!

🛠️ Value Control
🔹 [Range]: Sliders for numbers, no more typing!
🔹 [Min]/[Max]: Set boundaries, prevent disasters
🔹 [Delayed]: Update only when you're done typing
🔹 [EnumFlags]: Multi-select enums, finally!

⚡ Editor
🔹 [ExecuteInEditMode]/[ExecuteAlways]: Live updates without play
🔹 [CustomEditor]: Build your dream, Inspector
🔹 [CreateAssetMenu]: Custom assets made easy
🔹 [PropertyDrawer]: Your fields, your rules

🎯 Component Control
🔹 [DisallowMultipleComponent]: Keep it unique
🔹 [AddComponentMenu]: Organize that Components menu
🔹 [DefaultExecutionOrder]: Control the flow
🔹 [CanEditMultipleObjects]: Batch edit like a boss

💡 Pro Tips:
🔹 Cache serialized references in Awake()
🔹 Use [Header] + [Tooltip] combo for crystal clear organization
🔹 [SerializeField] > public for better encapsulation
🔹 Group related fields with [Space]

🎯 Common Pitfalls:
🔹 Making fields public just for Inspector visibility
🔹 Forgetting [Serializable] on custom classes
🔹 Not using [Range] for numeric limits
🔹 Messy Inspector organization

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Mayank Grover, Mridul Agrawal, Malhar Devasthali, Aryan Khera, Aryan Saxena