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How to make a development branch for ScriptableObjects?
I'll attach a reference, I need to do the same, only this is done by commenting to show you.
When adding an object to the database, there is a Type list, it is necessary that further fields appear from its value.
For example, if I select Melle, then I have fields specifically for Melle. If Range, then fields for Range.
I suspect that this is done simply, but I just can not understand.
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To do this, you need to create a custom inspector using the Editor class from the UnityEditor namespace.
They even have an example in the documentation:
https://docs.unity3d.com/ScriptReference/EditorGUI...
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