I’m in the process of customizing the ZEDManager c# script in Unity. I would like to add some parameters that are changeable in real-time via the Unity Inspector. The normal procedure is to simply declare some public parameters in the class:
public int myNewParameter;
But it appears that the ZEDManager class overrides any such parameters with a set of dedicated ZED-related parameters. It’s not at all clear from the ZEDManager.cs script how this is done - in fact, I suspect the displayed parameter list is actually defined elsewhere.
Can someone tell me how I can avoid this overriding of the Inspector parameters please?
Thanks for any pointers