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Question by windaub · May 04, 2020 at 04:19 PM · arrays

Declaration of a 2D Array

Hello there, I'm stuck trying to change some code. There was a declaration of a 2D array called drawPoints in a function which looked like this:

 void DrawOrbits () {
     CelestialBody[] bodies = FindObjectsOfType<CelestialBody> ();
     var virtualBodies = new VirtualBody[bodies.Length];
     var drawPoints = new Vector3[bodies.Length][];
     int referenceFrameIndex = 0;
     Vector3 referenceBodyInitialPosition = Vector3.zero;

     // Initialize virtual bodies (don't want to move the actual bodies)
     for (int i = 0; i < virtualBodies.Length; i++) {
         virtualBodies[i] = new VirtualBody (bodies[i]);
         drawPoints[i] = new Vector3[numSteps];
     }

I am trying to decompose the DrawOrbits() function in many functions, so I tried this in my class:

     public int numSteps = 1000;
     private CelestialBody[] bodies;
     private VirtualBody[] virtualBodies;
     private Vector3[][] drawPoints;
     private int referenceFrameIndex = 0;
     private Vector3 referenceBodyInitialPosition = Vector3.zero;
 
     void Start() {
         /* InitializeVirtualBodies() and drawPoints;*/
         bodies = FindObjectsOfType<CelestialBody>();
         virtualBodies = new VirtualBody[bodies.Length];
         for (int i = 0; i < virtualBodies.Length; i++) {
             virtualBodies[i] = new VirtualBody(bodies[i]);
             drawPoints[i] = new Vector3[numSteps];
 
             if (bodies[i] == centralBody && relativeToBody) {
                 referenceFrameIndex = i;
                 referenceBodyInitialPosition = virtualBodies[i].position;
             }
         }

And now I get this error: Assets\Scripts\Debug\OrbitDebugDisplay.cs(17,25): warning CS0649: Field 'OrbitDebugDisplay.drawPoints' is never assigned to, and will always have its default value null

I don't get how to declare drawPoints correctly, the code seems to take it like it was 2 differents variables.

Thanks for your help!

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Answer by unity_ek98vnTRplGj8Q · May 04, 2020 at 04:25 PM

You just need to initialize drawPoints and tell it how big you want it to be, which in this case is the number of bodies you have. Try this -

 public int numSteps = 1000;
      private CelestialBody[] bodies;
      private VirtualBody[] virtualBodies;
      private Vector3[][] drawPoints;
      private int referenceFrameIndex = 0;
      private Vector3 referenceBodyInitialPosition = Vector3.zero;
  
      void Start() {
          /* InitializeVirtualBodies() and drawPoints;*/
          bodies = FindObjectsOfType<CelestialBody>();
          drawPoints = new Vector3[bodies.Length][]; //Add this line
          virtualBodies = new VirtualBody[bodies.Length];
          for (int i = 0; i < virtualBodies.Length; i++) {
              virtualBodies[i] = new VirtualBody(bodies[i]);
              drawPoints[i] = new Vector3[numSteps];
  
              if (bodies[i] == centralBody && relativeToBody) {
                  referenceFrameIndex = i;
                  referenceBodyInitialPosition = virtualBodies[i].position;
              }
          }

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avatar image windaub · May 04, 2020 at 05:02 PM 0
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It's working, I thought I tried that already but I tried so many things I must have messed it all up, thank you very much!

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