What problem does it solve? Unity components often expose fields in the Inspector in ways that confuse designers and teammates—public fields everywhere, no grouping, no constraints, and unclear defaults. This Skill provides guidance on structuring serialized fields so components are self-explanatory and safe to configure in the Unity Editor. ## Core Features & Use Cases - Field Exposure Strategy: Recommends [SerializeField] private over public fields and advises when SerializeReference is genuinely needed for polymorphic data. - Attribute Organization: Guides use of [Header], [Tooltip], [Space], [Range], [Min], and [TextArea] to group and clarify fields without over-decorating. - Validation & Safety: Covers OnValidate for lightweight editor-time checks, [RequireComponent] for sibling dependencies, and [CreateAssetMenu] for designer-facing data assets. - Use Case: A gameplay programmer writes a health component and asks how it should appear in the Inspector; the Skill recommends grouping tuning values with headers, constraining values with [Range], and separating debug-only fields from authoring fields. ## Quick Start Ask how to organize the serialized fields of a Unity MonoBehaviour so it is clear and safe to configure in the Inspector.