I just wanted to toy around with the editor and stumbled upon this: Code (CSharp): serializedObject.FindProperty( "<variablename>"); What's the reason for this? I pretty much avoid all kinds of string literals because all they give you is runtime problems when you change your code. Previously I made constants for that kind of references in order to be able to change them at 1 place. I stumbled upon the BaseEditor.cs class from the PostProcessing stack and it solves exactly that problem by allowing you to use the variables themselves instead of names. I've been wondering about that for a long time now in regards to Unity. Is there a specific reason for the usage of strings as identifiers which can only cause runtime exceptions?