In my unity project I reached a point where I have a custom editor that requires specifically not to use a SerializedObject (in this case AdventureCreator’s custom Actions for ActionList).
I would love to add an EventReference but it is impossible since it requires a serializeObject or requires the field to be an object:
``
SerializedObject obj = new(this);
SerializedProperty prop = obj.FindProperty("NameOfEventReference");
EditorGUILayout.PropertyField(prop, "Reference"); // X this works but it uses serialized object
``
I though about EditorEventRef, but I can’t seem to find a way to transport that information outside a statement in Runtime. Basicaly, I would need to make use of that EditorEventRef in unity runtime.
How could I do that??
Edit: I’m using FMOD 2.03.06 and Unity 2022.3.30f1