Strange problem with CustomEditor

I have a problem with custom editor, becouse my script dont recognize the main script.

using UnityEngine;
using UnityEditor;
using System.Collections;	

[CustomEditor (typeof(audioReverbScript))]

public class audioReverbEditor : Editor
{
	public enum presetNames
	{
		Off = 1,
		Generic = 2,
		PaddedCell = 3,
		Room = 4, 
		Bathroom = 5, 
		Livingroom = 6
	}
	
	private int number;
	
	private presetNames myPresetNameItemType = presetNames.Off;
	
	public audioReverbScript script;
	
	public void OnEnable()
	{
		script = (audioReverbScript) target;
	}
	
	public override void OnInspectorGUI()
	{
		GUI.changed=false;
		myPresetNameItemType = (presetNames)EditorGUILayout.EnumPopup("Wybierz preset: ", myPresetNameItemType );
		script.presetNumber=(int) myPresetNameItemType;
		if(GUI.changed) EditorUtility.SetDirty(script);
	}
}

And that’s the error

Assets/Plugins/Editor/audioReverbEditor.cs(23,16): error CS0246: The type or namespace name `audioReverbScript’ could not be found. Are you missing a using directive or an assembly reference?

It seems that you simply don’t have any audioReverbScript class in your project. Considering that code is case-sensitive, maybe it’s AudioReverbScript?

Did you find a solution for the problem?

Since the question was bumped already…

You have to be careful with special folders names. The plugins subfolder belongs to a seperate compilation group that is compiled before the rest of your game code. In essence things in the plugins folder can’t access anything outside the plugins folder. So if you have the editor script inside the plugins folder, your “audioReverbScript” should be inside the plugins folder as well.

ps: You really shouldn’t start type names with a lower case letter. Type names in C# and Unity generally start with a capital letter and follow PascalCase. Same goes for method names. I just added this for general guidance as the OP hasn’t been online for the last 5 years.