Brief description
Is it possible to expose EditorWindow properties (automatically serialized by Unity) so that they can be accessed in Game Code when compiled? Thanks
Full description
I have created a custom editor for a list of items…
public class ItemsEditor : EditorWindow
{
public List<ItemDescriptor> Items = new List<ItemDescriptor>();
// Other code...
}
I would like to copy this list in a publicly accessible static variable when running the game or compiling, but I couldn’t find any way to do so…
Can you help me?
Thanks, Fabio Iotti