New UI - Writing extended class with custom events, fields don't show up in Inspector

Hi. I wanted to write a class deriving from new UI elements hoping my extensions would show up in the Inspector but they don’t show up in the Inspector. Here is my code:

public class ResponsiveText : Text {
    public ResponsiveText() : base() { }

    new public string text {
        get { return base.text; }
        set {
            base.text = value;

    public ResponsiveText.OnChangeEvent OnValueChanged { get; set; }
    public string Dummy { get; set; }

    public class OnChangeEvent : UnityEvent<string> {
        public OnChangeEvent() : base(){ }

This basically would call OnValueChanged event when text changes. When I attach this to a GameObject Inspector shows it just like Text. I was hoping OnValueChanged event would show in the Inspector as in InputField. Even Dummy doesn’t show up. Is there a way to do what I want? If not, is there a way I can call this event from EventTrigger?

I know this is old, but I wanted to toss up the answer since there’s none here.
Unity’s inspector works on serialization. Unfortunately, the serialization that it uses does not work with accessors I wish it did!). In short, you cannot use get/set and have them show in the inspector without writing a custom inspector. Also, there’s not much of a point in having a public field with accessors that doesn’t use a backing value or change access level. And there’s no need for the constructor in OnChangeEvent as it also does nothing!