Hate not being able to know I accidentally didn’t drag a gameobject to a inspector variable slot until the script is enabled, which may not happen until I run into an encounter that needs that script to be active.
Anyone know of a good to check for inspector variables set to null on startup without having to write custom checks for each variable? The only thing I can think of so far is creating a “SmartMonobehavior” class that Monobehavior derives from and checks for any variables with a “Required” custom c# attribute via reflection in a virtual Start function. This means, however, that I have to verify every derived class calls this base function.