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Question by Nordicus666 · May 15, 2019 at 09:02 AM · scripting probleminspectorvariables

Make variable visible in inspector

I have class (inherited from monobehaviour) with public variable of type "Item", it's also my custom class, but not inherited from monobehaviour (and must not, in my understanding of my project structure), so i can't make this variable visible in inspector, so i can set which "item" i want to be in object with this script from start, any solutions?

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avatar image tormentoarmagedoom · May 15, 2019 at 09:05 AM -1
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asiign thevariable via script, not via inspector...

Use resources.loadi f its aprefab, or GameObject.Find or FindObjectWithTag if its a scene object.

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Answer by Nordicus666 · May 15, 2019 at 12:22 PM

moderating here was too long, i already got answer on other forum, answer is: make non-inherited class inherited from ScriptableObject and then use CreateAssetMenu so i can choose which object i want to be in my monobehaviour script

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Answer by fafase · May 15, 2019 at 09:06 AM

You need to attach the Serializable attribute

 [System.Serializable]
 public class MyClass
 {
     public int value; // will show
     [SerializeField] private int serPrivValue; // will show
     [SerializeField] private int serProtValue; // will show      

     private int privValue; // will not show
     protected int protValue; // will not show
 }


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avatar image Bonfire-Boy · May 15, 2019 at 10:47 AM 0
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This is ok if the Item is something that belongs to the $$anonymous$$onobehaviour class in question. If you want your Item to be an independent thing which you can hook up to different gameobjects, but you don't want Items to be $$anonymous$$onobehaviours themselves, then you almost certainly want to be making them into ScriptableObjects.

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