1. 6 years experience, 3 years professional. 2. VR art exhibition. 3. Suppress the Warning by Default 4. Roslyn Analyzer - but include the analyzer package that specifically suppress the warning for SerializeField by default Honestly this makes me really irritated so I'm gonna rant. How can you possibly suggest changing your recommendation for best practices in the documentation to say that A FIELD SHOULD BE PUBLIC IF YOU WANT IT VISIBLE IN THE INSPECTOR in order to hide a warning message? That is absolutely insane. DO NOT encourage people to use public variables. Please, we already have such a problem with every creator of Unity tutorials teaching people that you should make stuff public just to see it in the inspector. PLEASE don't start to officially encourage that as well! When it comes to the warning itself I don't even see why this exists. When you add the [SerializeField] attribute you are exposing a private variable so that you can edit it in the inspector. If you are exposing a private variable to the inspector without any intention to actually edit it in the inspector then you are doing something wrong, so the [SerializeField] attribute really should disable the CS0649 warning for that field. If you just want to make Unity serialize the field for you but keep it private and invisible, you can mark your private variable with both [SerializeField] and [HideInInspector]. Here there can be a debate whether or not you should give users a CS0649 warning about their field, if they don't also initialize it to "= default". But as it stands right now I think it's just plain misleading to keep the CS0649 warning. One of my favorite things about C# is that variables are actually automatically initialized. An int will be 0 until you set it to something else. So, being forced to create variables like this: [SerializeField] private int myInt = default; and adding the blasted "= default", every. single. time. in order to disable an annoying warning is just counter productive.