Hey everyone, I am having trouble today with a custom inspector that handles UnityEvent's.
Whats happening is that if I make a custom inspector for a UnityEvent then I can set all the data fine but if I select a new object then the data for the input of the method is lost.
So:
![alt text][1]
This is the result after selecting another object and returning. As you can see which method to run and which object to send the message to is retained but any input data is always lost. This even applies for simple methods such as gameobject.SetActive so it effects primitive data as well as objects.
Anyone any ideas if I am doing anything wrong or is this a bug?
(To recreate create a custom inspector and display an event using a property field)
Cheers!
Jason
[1]: /storage/temp/46604-forum.png
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