Hello everyone!
I recently discovered it’s impossible to define a variable using [SerializeField] (meaning you cannot drag-and-drop an object or a component into a field in the inspector), if said object is stored in another scene. The alternative I found was using ‘Find’, but only if the object in question isn’t inactive at start, otherwise it would not be able to access it. For example:
In this case, ‘Example Object’ cannot be accessed by this line of code:
exampleObject = GameObject.Find("Example Object");

A walkaround I decided to use for now is creating an empty object with a script that acts as a database.
The script is in the same scene as the object I want to access, so I can simply drag and drop any item in the scene even if they are inactive, then make them public to be available from any scene.

It’s a list, so I can access the item using its index like so:
GameObject firstGameObject = SerializeFieldDatabase.gameObjects[0];
Is this good practice? Is there a more efficient solution?
Thanks!