// Use this for initialization void Start() { if (obj == null) { obj = ScriptableObject.CreateInstance <MySerializedProperty>(); } serializedObject = new UnityEditor.SerializedObject(obj); serializedPropertyFloatVar = serializedObject.FindProperty("FloatVar"); }
public static void CreateMyAsset() { MySerializedProperty asset = ScriptableObject.CreateInstance <MySerializedProperty>(); AssetDatabase.CreateAsset(asset, "Assets/MySerializedProperty.asset"); AssetDatabase.SaveAssets(); EditorUtility.FocusProjectWindow(); Selection.activeObject = asset; }