I can't get variable to show up in inspector unity 3d

I have a script I got from the unity asset store called “Camera Path Creator” and I want to add a variable to it so I can use a dropdown menu to move the camera on the path. I can’t get the variable to show up in the inspector when I add it to the script. There was also a script called “Camera Path Inspector” That came with it. I tried adding the variable in the other script the “Camera Path Inspector” which I think is where the inspector variables are at with no luck as well. Here is the camera path creator asset Camera Path Creator | Camera | Unity Asset Store
I tried all the tricks too. I refreshed/reimport. I tried deleting and re applying the script to the camera. I declared it in a monobehaviour class. If anyone has any insight on this I would appreciate it. I tried to add my variable here in the camera path creator

 public class CPC_CameraPath : MonoBehaviour
{ 
      public Dropdown dropdown;

A custom inspector has been made for the CPC_CameraPath component, so you will have to add the variable in the CPC_CameraPath component AND add the appropriate lines in the custom inspector to display the variable.

I couldn’t find any methods with names like those you suggested or that look like they initialize variables. I did see this method I am not sure its what I need but it looks like it does something important.

	void GetVariableProperties()
	{
		serializedObjectTarget = new SerializedObject(t);
		useMainCameraProperty = serializedObjectTarget.FindProperty("useMainCamera");
		selectedCameraProperty = serializedObjectTarget.FindProperty("selectedCamera");
		lookAtTargetProperty = serializedObjectTarget.FindProperty("lookAtTarget");
		lookAtTargetTransformProperty = serializedObjectTarget.FindProperty("target");
		visualPathProperty = serializedObjectTarget.FindProperty("visual.pathColor");
		visualInactivePathProperty = serializedObjectTarget.FindProperty("visual.inactivePathColor");
		visualFrustumProperty = serializedObjectTarget.FindProperty("visual.frustrumColor");
		visualHandleProperty = serializedObjectTarget.FindProperty("visual.handleColor");
		loopedProperty = serializedObjectTarget.FindProperty("looped");
		alwaysShowProperty = serializedObjectTarget.FindProperty("alwaysShow");
		afterLoopProperty = serializedObjectTarget.FindProperty("afterLoop");
		playOnAwakeProperty = serializedObjectTarget.FindProperty("playOnAwake");
		playOnAwakeTimeProperty = serializedObjectTarget.FindProperty("playOnAwakeTime");
	}

This one looks important too but I can’t find any that look like they initialize variables

public override void OnInspectorGUI()
{
    serializedObjectTarget.Update();
    DrawPlaybackWindow();
    Rect scale = GUILayoutUtility.GetLastRect();
    hasScrollBar = (Screen.width - scale.width <= 12);
    GUILayout.Space(5);
    GUILayout.Box("", GUILayout.Width(Screen.width - 20), GUILayout.Height(3));
    GUILayout.Space(5);
    DrawBasicSettings();
    GUILayout.Space(5);
    GUILayout.Box("", GUILayout.Width(Screen.width-20), GUILayout.Height(3));
    DrawVisualDropdown();
    GUILayout.Box("", GUILayout.Width(Screen.width - 20), GUILayout.Height(3));
    DrawManipulationDropdown();
    GUILayout.Box("", GUILayout.Width(Screen.width - 20), GUILayout.Height(3));
    GUILayout.Space(10);
    DrawWaypointList();
    GUILayout.Space(10);
    DrawRawValues();
    serializedObjectTarget.ApplyModifiedProperties();
}

I would post the whole script but its like 700 lines long

That did the trick! Thank you so much!