What problem does it solve? Unity components often expose fields in the Inspector in ways that confuse designers and teammates: public fields everywhere, missing tooltips, unconstrained tuning values, and no validation. This Skill provides concrete guidance for designing clear, safe, and well-organized Inspector presentations for MonoBehaviour and ScriptableObject scripts. ## Core Features & Use Cases - Field Exposure Strategy: Recommends [SerializeField] private over unnecessary public fields and SerializeReference only when polymorphic data is genuinely needed. - Attribute Organization: Advises on [Header], [Tooltip], [Space], [Range], [Min], and [TextArea] to group and clarify serialized fields. - Validation & Safety: Covers OnValidate for lightweight editor-time checks, [RequireComponent] for sibling dependencies, and [CreateAssetMenu] for designer-facing data assets. - Use Case: When writing a new enemy AI component, use this Skill to decide which fields to expose, how to group movement/combat/debug settings, and what ranges and tooltips to add so a designer can tune it without reading the code. ## Quick Start Ask the agent to review my Unity component's serialized fields and suggest Inspector attributes, grouping, and validation improvements.