static void LoadSettings()
    {
        settingsPath = PlayerPrefs.GetString(SETTINGS_PATH_KEY, "");
        settings     = null;

        //Find path. Try to load settings
        if (!string.IsNullOrEmpty(settingsPath))
        {
            settings = AssetDatabase.LoadAssetAtPath <BuildManagerSettings>(settingsPath);
            if (settings == null)
            {
                settingsPath = null;
            }
        }

        //No path, or cant locate asset at path. Try to find settings in assets.
        if (string.IsNullOrEmpty(settingsPath))
        {
            string[] guids = AssetDatabase.FindAssets("t:BuildManagerSettings");
            if (guids.Length >= 2)
            {
                Debug.LogError("[BuildManagerWindow]. 2+ BuildManagerSettings exist. Consider on using only 1 setting. The first on will be used.");
            }

            if (guids.Length != 0)
            {
                settingsPath = AssetDatabase.GUIDToAssetPath(guids[0]);
                PlayerPrefs.SetString(SETTINGS_PATH_KEY, settingsPath);
                settings = AssetDatabase.LoadAssetAtPath <BuildManagerSettings>(settingsPath);
            }
        }

        //Cant find settings. Create new
        if (settings == null)
        {
            settings = (BuildManagerSettings)ScriptableObject.CreateInstance(typeof(BuildManagerSettings));
            AssetDatabase.CreateAsset(settings, SETTINGS_DEFAULT_PATH);
            settingsPath = SETTINGS_DEFAULT_PATH;
            PlayerPrefs.SetString(SETTINGS_PATH_KEY, SETTINGS_DEFAULT_PATH);
        }

        sequencesList = new InspectorList <BuildSequence>();
        sequencesList.Init(settings.sequences, "Builds sequences", (BuildSequence seq, int i) => seq.editorName);
        buidsList = new InspectorList <BuildData>();
        buidsList.Init(sequencesList.Selected.builds, "Builds", FormBuildNameInList);

        sequencesList.OnChangeSelectionAction += OnSequenceSelectionChanged;
        buidsList.OnChangeSelectionAction     += OnBuildSelectionChanged;
    }
 static void OnSequenceSelectionChanged(BuildSequence sequence)
 {
     buidsList.Init(sequence.builds, "Builds", FormBuildNameInList);
 }