public class BaseClass<T> : ScriptableObject
{
[System.Serializable]
private class UnityEventType : UnityEvent<T> {}
[SerializeField]
private UnityEventType m_event;
}
[CreateAssetMenu]
public class SubclassBool : BaseClass<bool> {}
The m_event field is not shown in the inspector. I can define a separate UnityEvent subclass for every use case subclass manually, and it will work, but I don’t want to have such boilerplate code as I would have many subclasses.
My question is: Why this doesn’t work?