Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
Close Submission failedFor some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
Close Your name Your email Suggestion*public Object exposedReferenceValue;
DescriptionA reference to another Object in the Scene. This reference is resolved in the context of the SerializedObject containing the SerializedProperty.
Additional resources: ExposedReference<T0>, SerializedPropertyType.ExposedReference, SerializedObject.context.
using UnityEngine; using UnityEditor;public class SerializedPropertyTest : MonoBehaviour { public Object mComponent1; public Object mComponent2;
void Start() { var timeline = Resources.Load("myTimeline"); var so1 = new SerializedObject(timeline, mComponent1); var so2 = new SerializedObject(timeline, mComponent2);
var theCamera = so1.FindProperty("sceneCamera").exposedReferenceValue; var anotherCamera = so2.FindProperty("sceneCamera").exposedReferenceValue; } }
In this example, the same asset is loaded into two different contexts, `mComponent1` and `mComponent2`. The same object (called âsceneCameraâ) in each context resolves to a different reference to a different Camera Object.
RetroSearch is an open source project built by @garambo | Open a GitHub Issue
Search and Browse the WWW like it's 1997 | Search results from DuckDuckGo
HTML:
3.2
| Encoding:
UTF-8
| Version:
0.7.4