Game Development Reference
In-Depth Information
Using the serialized files in the editor
Using the files in the editor is a very simple task. Simply create a property in any script
using the type of your serialized asset and then assign a project asset in the editor.
For example, edit the MessagingManager script and add the following property:
public ScriptingObjects MyWaypoints;
Then, the script will be exposed in the Inspector pane and you can assign it normally, as
shown in the following screenshot:
You will also be able to access the contents of the serialized object from that script as
well.
Note
You cannot edit the contents of the serialized file in the assigned property by default. This
is only achievable by using a custom property inspector, which will be covered in Chapter
10 , The Battle Begins . However, it is still editable in the editor by opening the Asset
folder itself.
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