editorAsset is buggy

  1. it’s still undocumented!!!
  2. it’s still non typed, why use template variant? whats the profit of it if you still need to constantly cast?
    second something wrong with it by itself, i have code (executed from menu as menu item so only in editor and not during play):
var myScriptableObject = new MyScriptableObject();
string assetPath = "pathToWhereToSave";
UnityEditor.AssetDatabase.CreateAsset(myScriptableObject, assetPath);
m_SORefference = new AssetReferenceT<MyScriptableObject(UnityEditor.AssetDatabase.AssetPathToGUID(assetPath));
var test = m_SORefference.editorAsset as MyScriptableObject; //returns null, in case of cast throws exception

why is it returning null? i can’t see the reason…

For those interested, seems that issue was because of the missing extension…