A list of built in Unity Attributes.
Note: Attributes can be placed in a single set of square brackets:
[HideInInspector][SerializeField] int score; // can be [HideInInspector, SerializeField] int score;These aren't all the attributes available, and a few of them are system attributes, not Unity ones.
Added December 9, 2020:
- HelpURL
Added May 6, 2020:
- GradientUsage
- Min
- InspectorName
- Delayed
- ContextMenuItem
- ImageEffectTransformsToLDR
- ImageEffectAllowedInSceneView
- ImageEffectOpaque
- ImageEffectAfterScale
- ImageEffectUsesCommandBuffer
- AssemblyIsEditorAssembly
- ExcludeFromPreset
- ExcludeFromObjectFactory
- ExcludeFromCoverage
- SharedBetweenAnimatorsAttribute
- BeforeRenderOrderAttribute
Added July 3, 2018:
- DidReloadScripts
- PostProcessScene
- PostProcessBuild
- Preserve
- RejectDragAndDropMaterial
- CustomGridBrush
- IconName
HideInInspector: Stops the property from showing up in the inspector.
[HideInInspector] public bool reset = false;Range: Limit the range of a float or int.
[Range(0, 100)] public float speed = 2f;Min: Limit minimum value of float or int.
[Min(1.0f)] public float speed = 2.0;Multiline: Show more than one lines.
[Multiline(4)] public string description = "";TextArea: Draw a flexible scrollable text area.
[TextArea] public string description = "";ColorUsage: Allow alpha channel to be modified, and allow HDR mode.
[ColorUsage(true, true)] public Color color = Color.white;GradientUsage: Use on a gradient to configure the GradientField.
[GradientUsage(true)] public Gradient gradient;Space: Add space between inspector elements.
public float item1 = 0f; [Space(10)] public float item2 = 0f;Header: Shows a bold label in the inspector.
[Header("Stats")] public int health = 100; public float speed = 0f; [Header("Items")] public int ammo = 10;Tooltip: Text shown on mouse over.
[Tooltip("The games score.")] public int score = 0;InspectorName: Use on enum to change its display name.
public enum ModelImporterIndexFormat { Auto = 0, [InspectorName("16 bits")] UInt16 = 1, [InspectorName("32 bits")] UInt32 = 2, }Delayed: Use on float, int, or string to delay property being changed until user presses enter or focus changes.
[Delayed] public string health = 100;DisallowMultipleComponent: Prevent more than 1 of this component being on a GameObject.
[DisallowMultipleComponent] public class MyScript : MonoBehaviour { }RequireComponent: Tell GameObject to add this component if it isn't already added.
[RequireComponent(typeof(RigidBody))] [RequireComponent(typeof(Component1), typeof(Component2), typeof(Component3))] // You can enter multiple components into attribute. public class MyClass : MonoBehaviour { }ExecuteInEditMode: Will call MonoBehaviour methods like Update and OnEnable while in EditMode.
[ExecuteInEditMode] public class MyClass : MonoBehaviour { }ContextMenu: Add a context menu to a MonoBehaviour or ScriptableObject.
[ContextMenu("Reset Score")] public void ResetScore() { score = 100; }ContextMenuItem: Calls a method for a field.
[ContextMenuItem("Reset Score", "ResetScore")] var score = 10; void ResetScore() { score = 0; }SelectionBase: Will select this GameObject when a sub object is selected in the editor.
[SelectionBase] public class MyClass : MonoBehaviour { }HelpURL: Will set a custom documentation URL for this component accesible via the help icon from the component view in the Inspector window within the Unity Editor.
[HelpURL("https://example.com/docs/MyComponent")] public class MyComponent : MonoBehaviour { }SerializeField: Force Unity to serialize a private field.
[SerializeField] private int score;NonSerialized: Prevent Unity from serializing a public field.
[NonSerialized] public int score;FormerlySerializedAs: If you changed the name of a serialized property, you can set this to the old name, so save data will still work.
[FormerlySerializedAs("myValue")] private string m_MyValue;Serializable: Make a class Serializable so it will be visible in the inspector.
[System.Serializable] public class MyClass { public int myInt = 10; public Color myColor = Color.white; }ImageEffectTransformsToLDR: Use on image effect to cause destination buffer to be LDR buffer.
ImageEffectAfterScale: "Any Image Effect with this attribute will be rendered after Dynamic Resolution stage."
ImageEffectAllowedInSceneView: Allows image effect to work on scene view camera.
[ExecuteInEditMode, ImageEffectAllowedInSceneView] public class BloomEffect : MonoBehaviour { }ImageEffectOpaque: "Any Image Effect with this attribute will be rendered after opaque geometry but before transparent geometry."
[ImageEffectOpaque] void OnRenderImage(RenderTexture source, RenderTexture destination) { }ImageEffectUsesCommandBuffer: "Use this attribute when image effects are implemented using Command Buffers."
void OnRenderImage(RenderTexture source, RenderTexture destination) { }RuntimeInitializeOnLoadMethod: Calls a method once before or after the first scene has loaded. Good for initializing Singletons without having to place objects in the scene.
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] static void OnLoad() { Debug.Log("Create Singletons"); }CreateAssetMenu: Add an option to Assets/Create for creating a ScriptableObject.
[CreateAssetMenu(menuName = "My ScriptableObject", order = 100)] public class MyScriptableObject : ScriptableObject { }Preserve: Preserves a members name when converting to bytecode. Useful if referencing members through reflection.
[Preserve] static void Boink() { Debug.Log("Boink"); }CustomGridBrush: "define the class as a grid brush and to make it available in the palette window."
[CustomGridBrush(true, true, true, "Default Brush")] public class MyBrush : GridBrush { }BeforeRenderOrder: "Use this BeforeRenderOrderAttribute when you need to specify a custom callback order for Application.onBeforeRender."
SharedBetweenAnimators: "...an attribute that specify that this StateMachineBehaviour should be instantiate only once and shared among all Animator instance. This attribute reduce the memory footprint for each controller instance."
[SharedBetweenAnimatorsAttribute] public class AttackBehavior : StateMachineBehaviour { }AssemblyIsEditorAssembly: Can use this rather than place the script in an "Editor" folder.
[assembly:AssemblyIsEditorAssembly] public class MyEditorClass : MonoBehaviour { }ExcludeFromPreset: "Add this attribute to a class to prevent creating a Preset from the instances of the class."
[ExcludeFromPreset] public class MyClass : MonoBehaviour { public int score = 10; // Won't be used in Preset? }ExcludeFromObjectFactory: "Add this attribute to a class to prevent the class and its inherited classes from being created with ObjectFactory methods."
ExcludeFromCoverage: "Allows you to exclude an Assembly, Class, Constructor, Method or Struct from Coverage."
DefaultExecutionOrder: Probably sets the Script Execution order.
[DefaultExecutionOrder(100)] public class MyScript : MonoBehaviour { }RejectDragAndDropMaterial: Probably prevents materials being applied through dragging and dropping in the editor.
[RejectDragAndDropMaterial] public class MyRenderer : MonoBehaviour { }UnityEditor.IconName: Probably allows you to set a scripts icon?
These should be used in scripts that are inside an Editor folder.
MenuItem: Adds a menu to the Editor toolbar.
[MenuItem("MyMenu/Do Something")] static void DoSomething() { Debug.Log("Doing Something..."); }InitializeOnLoadMethod: Called after scripts have been compiled.
[InitializeOnLoadMethod] static void OnProjectLoadedInEditor() { Debug.Log("Project loaded in Unity Editor"); }DidReloadScripts: Called after scripts have reloaded. Can take an order parameter. Methods with lower orders are called earlier.
using UnityEditor.Callbacks; [DidReloadScripts(100)] static void OnScriptsReloaded() { Debug.Log("Reloaded."); } #endifOnOpenAsset: Called when double clicking an asset in the project browser.
using UnityEditor.Callbacks; [OnOpenAssetAttribute(1)] static bool step1(int instanceID, int line) { string name = EditorUtility.InstanceIDToObject(instanceID).name; Debug.Log("Open Asset step: 1 (" + name + ")"); return false; // we did not handle the open }PostProcessBuild: Called after game has been built.
using UnityEditor.Callbacks; [PostProcessBuildAttribute(1)] public static void OnPostprocessBuild(BuildTarget target, string pathToBuiltProject) { }PostProcessScene: Called after scene has been built.
using UnityEditor.Callbacks; [PostProcessSceneAttribute (2)] public static void OnPostprocessScene() { }