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public var exposedReferenceValue: Object;
public Object exposedReferenceValue;


A reference to another Object in the Scene. This reference is resolved in the context of the SerializedObject containing the SerializedProperty.

#pragma strict
public class SerializedPropertyTest extends MonoBehaviour {
	public var mComponent1: Object;
	public var mComponent2: Object;
	function Start() {
		var timeline: var = Resources.Load("myTimeline");
		var so1: var = new SerializedObject(timeline, mComponent1);
		var so2: var = new SerializedObject(timeline, mComponent2);
		var theCamera: var = so1.FindProperty("sceneCamera").exposedReferenceValue;
		var anotherCamera: var = so2.FindProperty("sceneCamera").exposedReferenceValue;
using UnityEngine;
using UnityEditor;

public class SerializedPropertyTest : MonoBehaviour { public Object mComponent1; public Object mComponent2;

void Start() { 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; } }

In this example, the same asset is loaded into two different contexts, `mComponent1` and `mComponent2`. The same object (called “sceneCamera”) in each context resolves to a different reference to a different Camera Object.

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