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Access a ScriptableObject with missing Script via Code

Is it possible to access a (sub-asset) ScriptableObject through Code when the Object's script is missing? I have an Asset with multiple sub-assets and once one of those sub-assets loose their Script, I...

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How to clear Undo-history for the target of a serializedObject?

Is it possible to do this? Say I have a ScriptableObject that needs some initialization that should not be reverted, can I tell Unity to ignore that changes when Ctrl+z? I tried Undo.ClearUndo, but...

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Get CustomEditor for Script

Let's say I have a Script and a CustomEditor for that Script. How can I find out which CustomEditor belongs to which Script without instantiating them? (I want to create a List of...

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