Hi there!
I've been doing a bit of work with ExternalBehaviors (I had a thread about it in another forum). And I've encountered some errors that seem to completely vanish with a restart of Unity. A theory of mine is that you're using ScriptableObjects. One behaviour of these (that I discovered the hard way) is that they behave differently to MonoBehaviors when it comes to private and/or static fields.
While not stored between Unity loads, they do retain values between playing/stopping playing. The only way to prevent this is to mark them explicitly as [NonSerialized].
It might not have any effect on the asset, feel free to delete this! But I thought I'd flag it just in case.
I've been doing a bit of work with ExternalBehaviors (I had a thread about it in another forum). And I've encountered some errors that seem to completely vanish with a restart of Unity. A theory of mine is that you're using ScriptableObjects. One behaviour of these (that I discovered the hard way) is that they behave differently to MonoBehaviors when it comes to private and/or static fields.
While not stored between Unity loads, they do retain values between playing/stopping playing. The only way to prevent this is to mark them explicitly as [NonSerialized].
It might not have any effect on the asset, feel free to delete this! But I thought I'd flag it just in case.