Validating UnityEvents wrapped in class inside component
Kordeyrow opened this issue · 4 comments
Kordeyrow commented
DarrenTsung commented
Can you try the changes in the commit above? I think it should fix your problem: 5b15c10
Kordeyrow commented
Looks like it's fixed!
I as on my way to try and add a "depth validation" but looks like you got the job done.
I guess I didnt understand the code well ;p
Thank you! Good job!
PS: I was also adding a Toggle for checking Prefabs that are not on Resources folder.
PS2: I'm trying to use this Validator Project, because I am using ScriptableObjects Event System and I dont want to fail spotting changes in callbacks or registers that, in an C# event code would give me an reference error, but doesnt happen with inspector UnityEvents.
Kordeyrow commented
Kordeyrow commented