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Question by winxalex · Apr 04, 2017 at 10:04 AM · editor-scriptingscriptableobject

ExposedReference Exposed Reference How to build custom solvers like that used in Timeline??? [SOLVED]

ExposedReference expose scene object to ur editor scriptable objects? People had problems saving sceneObjects, searching for GO ids for long?

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Best Answer

Answer by winxalex · Sep 11, 2017 at 11:12 PM

https://youtu.be/KFFCGABCH3c

IExposePropertyTable PropertyName

Additional Info:

Load thru assets as runtime:

 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;


Assign UID:

  ExposedReference<GameObject> goExRef = new  ExposedReference<GameObject> ();//defined in asset
     var text = GUID.Generate().ToString();
     
     PropertyName id = new PropertyName(text);
 goExRef.exposedName=id;

or

 goExRef.exposedName=GUID.Generate().ToString();

as PlayableDirector implement IExposePropertyTable in Playable assets you resolve ExposedReferences against it as context

 exposedRef.Resolve(playableDirector)


or thru PlayableGraph.GetResolver()

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