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Master the Code, Shape Your Future

Unity in Practice 0008 – Encapsulation and Inspector Access with Unity’s [SerializeField]

WCSee, May 8, 2025May 17, 2025

In Unity, the [SerializeField] attribute is used to make private fields visible and editable in the Inspector window of the Unity Editor. This allows developers to keep variables encapsulated (i.e., not publicly accessible in code) while still customizing them in the Editor.

🧠 Why Use [SerializeField]?

  • Encapsulation: Keeps your variables private (good coding practice).
  • Editor Access: Still lets you assign and tweak values in the Unity Inspector.
  • Cleaner API: Prevents public access from other scripts, reducing unintended changes.

🆚 Compare With public:

ApproachVisible in InspectorAccessible from other scripts
public✅ Yes✅ Yes
private❌ No❌ No
[SerializeField] private✅ Yes❌ No

🧪 Code Example:

Using the practice code from Unity in Practice 0007 – Very First Unity C# Code to Move and Jump a 2D Ball – Wonderful Code See as an example:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class BallScript : MonoBehaviour
{

    private Rigidbody2D rb;
    
    // refactor previous public properties to private via [SerializeField]
    [SerializeField] private float moveSpeed;
    [SerializeField] private float jumpForce;

    private float xInput;

    // Start is called before the first frame update
    void Start()
    {
      // refactor: keep rb private and no need inspector access via [SerializeField]
      rb = GetComponent<Rigidbody2D>();
    }

    // Update is called once per frame
    void Update()
    {
        // Get horizontal input
        xInput = Input.GetAxis("Horizontal");

        // Apply horizontal movement
        rb.velocity = new Vector2(xInput * moveSpeed, rb.velocity.y);


        // Jump on Space key press
        if (Input.GetKeyDown(KeyCode.Space))
        {
            rb.velocity = new Vector2(rb.velocity.x, jumpForce);
        }
    }
}
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Post Views: 154

Related posts:

Unity in Practice 0014 – Unity 2D Dash and Dash Cooldown with Time.deltaTime Unity in Practice 0011 – Player Jump with Ground Check in Unity Unity in Practice 0012 – Blend Tree in Unity Unity in Practice 0007 – Very First Unity C# Code to Move and Jump a 2D Ball Unity in Practice 0010 – Flipping a 2D Character Horizontally in Unity Unity in Practice 0009 – How to Use Sprite Sheets in Unity for 2D Animation and UI Unity Game Development – Systematic Learning Roadmap (2025 Edition) Unity in Practice 0006 – Very first C# code to demonstrate how to capture input
Unity Tutorials Game DevelopmentUnity SerializeField

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