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Question by omg_Aya · Nov 20, 2014 at 08:29 PM · inspectorclassserializedefault

Default Serialization Values Not Being Set

Hey all,

I feel like there's probably a property or something simple I'm doing wrong on this one. All that's happening is im setting a value such as bool a=true; and its being serialized in a struct. It all shows up in Inspector but the values are all wrong.

Here is the bit of code: public class US_PlayTweenGO : USEventBase {

     [System.Serializable]
     public class TweenOptions
     {
     public bool m_PlayReverse = false;
     public float m_DurationOfPositionTween = 1.0f;
     public float m_DurationOfScaleTween = 1.0f;
     public float m_DurationOfAlphaTween = 1.0f;
     public bool m_UseOriginalPosDuration=true;
     public bool m_UseOriginalScaleDuration = true;
     public bool m_UseOriginalAlphaDuration = true;
     public bool m_TweenPosition=true;
     public bool m_TweenScale = false;
     public bool m_TweenAlpha =false;
     public bool m_PosPrevEnabled=false;
     public bool m_ScalePrevEnabled=false;
     public bool m_AlphaPrevEnabled=false;
     public float m_OriginalDurationOfPositionTween = 1.0f;
     public float m_OriginalDurationOfScaleTween = 1.0f;
     public float m_OriginalDurationOfAlphaTween = 1.0f;
     public GameObject m_ObjectToTween;
     }
 
     public TweenOptions[] m_TweenObjects;

So basically I can add things to the m_TweenObjects array in inspector, once I have something then all the attributes from the class will show up in inspector, but the values will all be 0/false/null.

Any idea what im doing wrong here?

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