Ah, I see what is going on. Even if it’s a very special case, it’s nice to have everything cleaned up, so thanks for reporting this 🙂
If by “fake null” you mean something like that !value.value.Equals(null), then this is what I usually do to make sure that the UnityObject is truly null and what I just added in the GetVariable to avoid this problem.
Thanks for letting me know.
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