The current implementation of drawing Item properties into the ItemEditor can expose more properties than what is normally shown in the Inspector. This can easily be observed by creating a new class that derives from Item with a UnityEvent field:
[CreateAssetMenu(menuName = "Scriptable Object/Item System/Usable Item")]
public class UsableItem : Item {
[SerializeField] private UnityEvent _OnUse = default;
public UnityEvent OnUse => _OnUse;
}
The current implementation of drawing
Item
properties into theItemEditor
can expose more properties than what is normally shown in the Inspector. This can easily be observed by creating a new class that derives fromItem
with aUnityEvent
field: