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Question by jdoonan61 · Nov 24, 2021 at 06:43 PM · procedural generationnodes

ScriptableObject casting to another type

I'm not entirely sure how accurate that title is, but the question I have is this. How do I create a ScriptableObject that works as a valid value for a different field type. (eg. TextureAsset : ScriptableObject being used as the value for a Texture Field?) the purpose for the question, is that I am trying to create a texture graph, to create procedural textures at runtime (the graph itself will contain the required image size, and all that unity needs to do is use the texture that is output.

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