odin-inspector

Configure Odin Inspector serialization and validation attributes for Unity editor tooling.

Updated May 6, 2026
One-click install
npx skills add https://github.com/BasarEkinci/memory-card-game --skill odin-inspector-basarekinci
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: odin-inspector
Source: https://github.com/BasarEkinci/memory-card-game/tree/main/.claude/skills/third-party/odin-inspector
Command: npx skills add https://github.com/BasarEkinci/memory-card-game --skill odin-inspector-basarekinci

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Odin Inspector solves the limitations of Unity’s built-in serialization and inspector UX when your project needs dictionaries, interfaces, polymorphism, complex nested types, and strong validation without writing lots of custom editor code.

Core Features & Use Cases

  • Rich serialization for complex types: Use SerializedMonoBehaviour / SerializedScriptableObject to serialize dictionaries, interface references, abstract/polymorphic data, and deeply nested structures.
  • Inspector validation and constraints: Catch configuration issues early with attributes like [Required], [MinValue], [MaxValue], [ValidateInput], and asset/scene reference constraints.
  • Better authoring experience: Improve readability and workflow using layout and UI attributes such as [BoxGroup], [TabGroup], [FoldoutGroup], [ShowIf], [ReadOnly], [InlineEditor], and [Button] for tooling.
  • Editor tooling: Build Odin-powered editor windows and menu-driven tools using OdinEditorWindow and OdinMenuEditorWindow.

Quick Start

Use the odin-inspector skill to add Odin Inspector serialization and validation to your Unity 6 components by enabling Odin-based base classes and annotating fields with the appropriate editor attributes.

Frequently Asked Questions about odin-inspector

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

FAQPage Schema
How do I serialize dictionaries and polymorphic types in Unity ScriptableObjects?

To serialize dictionaries and polymorphic types in Unity ScriptableObjects, inherit from Odin Inspector's SerializedScriptableObject instead of the base class. This enables extended serialization for complex gameplay data models, handling interfaces and deeply nested structures without custom editor code.

How do I validate configuration data and catch missing references in the Unity inspector?

You validate configuration data in the Unity inspector by applying Odin Inspector validation attributes like [Required], [MinValue], [MaxValue], and [ValidateInput] directly to your fields. This catches configuration issues early and enforces asset and scene reference constraints.

What is the best way to organize complex nested data in the Unity inspector without custom editor code?

The best way to organize complex nested data in the Unity inspector is using Odin Inspector's layout attributes. Attributes like [BoxGroup], [TabGroup], [FoldoutGroup], and [ShowIf] structure fields visually and improve authoring readability without writing custom editor code.

Can I build custom editor windows and menu tools for Unity using Odin Inspector?

Yes, you can build custom editor windows and menu tools for Unity using Odin Inspector. By inheriting from OdinEditorWindow and OdinMenuEditorWindow, you can create menu-driven editor tooling that leverages Odin's extended serialization and attribute-driven UI.

What happens to my ScriptableObjects if I remove Odin Inspector from my Unity project?

If you remove Odin Inspector from your Unity project, your ScriptableObjects lose extended serialization for dictionaries, interfaces, and polymorphism. You must account for this Odin coupling during migration by refactoring affected components back to Unity's native serialization limits.