The API documentation implies that the Reset method can selectively keep the values of assigned fields.
Code example from MonoBehaviour.Reset in Unity Script Reference:
public class example : MonoBehaviour {
public GameObject target;
void Reset() {
if (!target)
target = GameObject.FindWithTag("Player");
}
}
However, when I try to do this it seems that references are nullified before Reset is executed. For instance:
protected void Reset () {
if (m_nextNode == null) {
Debug.Log("m_nextNode = null");
}
}
The message is logged regardless of the value of m_nextNode in the inspector. Am I doing something wrong or is there an error in the reference?