ExposedReference expose scene object to ur editor scriptable objects? People had problems saving sceneObjects, searching for GO ids for long?
IExposePropertyTable PropertyName
Additional Info:
Load thru assets as runtime:
var timeline = Resources.Load("myTimeline");
var so1 = new SerializedObject(timeline, mComponent1);
var so2 = new SerializedObject(timeline, mComponent2);
var theCamera = so1.FindProperty("sceneCamera").exposedReferenceValue;
var anotherCamera =so2.FindProperty("sceneCamera").exposedReferenceValue;
Assign UID:
ExposedReference<GameObject> goExRef = new ExposedReference<GameObject> ();//defined in asset
var text = GUID.Generate().ToString();
PropertyName id = new PropertyName(text);
goExRef.exposedName=id;
or
goExRef.exposedName=GUID.Generate().ToString();
as PlayableDirector implement IExposePropertyTable in Playable assets you resolve ExposedReferences against it as context
exposedRef.Resolve(playableDirector)
or thru PlayableGraph.GetResolver()