EditorGUILayout: Controlling SetActive on SerializedObjects from Inspector

Hi

On my game control script, I have a group of game objects in the scene that I’d like to be able to switch on and off via my inspector script using EditorGUILayout. I have used serializedObject.FindProperty on my Editor script to grab the reference for the objects in the Control Script. But unless I’m running the game, these won’t show up. I need them to display when not in play mode, so that I can then set up my editor script to allow me to turn the object on or off (active).

Problem also is that in my Control script, i can no longer SEE the game object variable public GameObject enemies[ ] because of the Editor script attached and hence can’t assign them to the script from the scene.

Hope I’m making some sense here lol

UPDATE:

Showing visually what I want to achieve.

So far in inspector, I have the following:

What I want to achieve is:

Any suggestions?

Thanks

Note that the above should also save the active/inactive state of the game object when the scene is played