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Question by TheMemorius · Oct 24, 2021 at 01:12 PM · scripting problemserializationmonobehaviour

Private fields getting serialized

Everywhere I look, it is stated that Unity doesn't serialize private fields unless you use [SerializeField], for example in the Script Serialization Manual. But I am observing that all my private fields get serialized, as long as their type and the class they're in are serializable.

Example code:

 using UnityEngine;
 
 class SerializerTest : MonoBehaviour, ISerializationCallbackReceiver
 {
     private int x = 0;
 
     private void Awake() {
         x = 42;
     }
 
     private void OnEnable() {
         Debug.Log($"OnEnable: x = {x}");
     }
 
     public void OnBeforeSerialize()
     {
         Debug.Log($"Before serialization: x = {x}");
     }
 
     public void OnAfterDeserialize()
     {
         Debug.Log($"After serialization: x = {x}");
     }
 }



The output after hitting run, adding a new newline in the code, and returning to the running game:

 Before serialization: x = 0
 After serialization: x = 0
 OnEnable: x = 42
 Before serialization: x = 42
 After serialization: x = 42
 OnEnable: x = 42


(I removed extra serialization logs that appear at game start, I guess they're artifacts from Unity instantiating the MonoBehaviour.)

The question is: Why is the value of x preserved after the hot reload? It seems it got serialized and deserialized successfully despite being private. Did the rules for serialization change? Do I miss something?

I am running Unity 2020.3.17f1.

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