I need to save a list of base classes in a Scriptable Object, but currently all I’m seeing in the inspector is a list of null. That is the basic structure:
public class Node_Canvas_Object : ScriptableObject
{
public List<Node> nodes;
}
public abstract class Node : UnityEngine.Object
{}
[System.Serializable]
public class CalcNode : Node
{}
Node is an abstract class serving as a base for alot more like CalcNode, though when I save the ScriptableObject Node_Canvas_Object the List of Nodes (containg CalcNodes and others) just contains a lot of null’s.
What do I need to take care of to make this work?