# exposedReferenceValue

> A reference to another Object in the Scene. This reference is resolved in the context of the SerializedObject containing the SerializedProperty.

## Definition

* **Type:** Property
* **Namespace:** [UnityEditor](/engine/6000.5/script-reference/unityeditor.md)
* **Assembly:** UnityEditor.CoreModule

```csharp
public Object exposedReferenceValue { get; set; }
```

### Remarks

Additional Resources: [ExposedReference\<T>](/engine/6000.5/script-reference/unityengine/exposedreference1.md), [SerializedPropertyType.ExposedReference](/engine/6000.5/script-reference/unityeditor/serializedpropertytype/exposedreference.md), [SerializedObject.context](/engine/6000.5/script-reference/unityeditor/serializedobject/context.md).

```csharp
using UnityEngine;
using UnityEditor;

public class SerializedPropertyTest : MonoBehaviour
{
    public Object mComponent1;
    public Object mComponent2;

    void Start()
    {
        var timeline = Resources.Load("myTimeline");
        var so1 = new SerializedObject(timeline, mComponent1);
        var so2 = new SerializedObject(timeline, mComponent2);

        var theCamera = so1.FindProperty("sceneCamera").exposedReferenceValue;
        var anotherCamera = so2.FindProperty("sceneCamera").exposedReferenceValue;
    }
}
```

In this example, the same asset is loaded into two different contexts, `mComponent1` and `mComponent2`. The same object (called “sceneCamera”) in each context resolves to a different reference to a different Camera Object.
