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This question was closed Mar 05, 2016 at 03:24 PM by Griffo for the following reason:

The question is answered, right answer was accepted

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Question by Griffo · Mar 04, 2016 at 01:28 PM · listnavmeshnavmeshagentlists

Why is my list bigger than it should be?

I'm generating 3 random waypoints then saving them to a list but when debugged the list is showing a Count of 5, why?

 function getWaypionts ()
 {
     for (var l=0; l < 3; l++)
     {
         Debug.Log("l is " + l);
         var walkRadius : float = 10;
         var randomDirection : Vector3 = Random.insideUnitSphere * walkRadius;
         randomDirection += transform.position;
         var hit : NavMeshHit;
         NavMesh.SamplePosition(randomDirection, hit, walkRadius, 1);
         var finalPosition : Vector3 = hit.position;

         waypoints.Add(finalPosition);
     }
     for (var lk=0; lk < waypoints.Count; lk++)
     {
         Debug.Log("waypoint " + lk + " is " + waypoints[lk]);
     }
     waypointsGenerated = true;
 }

alt text

screen-shot-2016-03-04-at-131545.png (48.5 kB)
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Answer by Exceptione · Mar 04, 2016 at 01:33 PM

Do you have any in the inspector of the script in Unity that are already in the list before you run the game?

If not, make sure you're not adding them from anywhere else. At first glance I can't see anything wrong with the code.

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avatar image Griffo · Mar 04, 2016 at 01:39 PM 1
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O$$anonymous$$G, I'd left the var public and must have set it to 2 sometime, thats where they came from, cheers, convert your comment to an answer and I'll accept it.

avatar image Exceptione Griffo · Mar 04, 2016 at 03:11 PM 0
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Done! We all make small mistakes ;)

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Answer by phil_me_up · Mar 04, 2016 at 01:38 PM

As Exceptione said, make sure you don't have anything added to the list within the inspector.

I'd suggest making it a private variable, or perhaps tagging with [HideInInspector] if you don't actually want to be able to edit these values at edit time.

It might be sensible to run .Clear() on the list before you start adding your data too.

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