I try not to expose a lot of variables, only the ones that I need to monitor or change to test during playmode.
The game is an RPG with many stats per character, so important values like "coldResistance" and "charisma" I would like to keep exposed in the inspector so I can easily test and monitor.
If I don't expose them, pausing and searching through the fsm's variables list to find them is a slight pain when there are other similar hidden variables like "coldResistance_GO", "coldResistance_Text", "coldResistance_String" etc that I don't want to change.
I suppose I could go the long way and create an in game Dev like UI, with the values all clumped up there, I was just wondering if exposing the variable in the inspector can be accessed through script or custom action, so I can expose chosen variables when playmode starts.
EDIT: Never mind! Found it, so dumb, I need to sleep lol... FsmFloat fsmFloat = fsm.FsmVariables.GetFsmFloat("accuracy");
fsmFloat.ShowInInspector = true;
Thanks for your help guys