unity-inspector

Advises on Unity Inspector field exposure, attributes, and validation for component authoring.

Updated Oct 13, 2025
One-click install
npx skills add https://github.com/Darth-Carrotpie/ProxyCore --skill unity-inspector-darth-carrotpie
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: unity-inspector
Source: https://github.com/Darth-Carrotpie/ProxyCore/tree/main/.agents/skills/unity-skills/skills/inspector
Command: npx skills add https://github.com/Darth-Carrotpie/ProxyCore --skill unity-inspector-darth-carrotpie

SYSTEM DOCUMENTATION & REQUIREMENTS

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.

Frequently Asked Questions about unity-inspector

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I organize serialized fields in the Unity Inspector?▼

Use [Header] to create section titles, [Space] for visual separation, and [Tooltip] to explain each field's purpose. Group fields by responsibility, such as movement, combat, and debug, so others can understand the component from the Inspector alone.

Should I use public fields or SerializeField in Unity?▼

Prefer [SerializeField] private over public fields. It exposes the value to the Inspector for authoring while keeping the field encapsulated from other scripts, preventing accidental external modification.

When should I use OnValidate in Unity scripts?▼

Use OnValidate only for lightweight editor-time validation and normalization, such as clamping values or auto-assigning missing references. Avoid heavy logic, scene modifications, or operations that depend on runtime state.

When is SerializeReference appropriate in Unity?▼

Use SerializeReference only when you genuinely need polymorphic serialized data, such as a list of different subclasses of a non-Unity base type. For simple cases, plain serialized fields or ScriptableObjects are clearer.

What attributes help constrain tuning values in the Inspector?▼

Use [Range] for numeric sliders with min and max bounds, [Min] to enforce a lower limit, and [TextArea] for multi-line strings. These constraints prevent designers from entering invalid tuning values.