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Question by Dogsuke · May 12, 2020 at 10:29 AM · exceptiongrid based gameoverflow

Getting Overflow Exception error, unsure how to fix,Getting an Overflow Exception error and unsure how to fix it

So I've been following a tutorial on how to make a grid based game (this one in specific https://www.youtube.com/watch?v=x7drd0tSftk) and I am getting an Overflow Exception error with the script that creates the grid

alt text

I only get this error when "CreateGrid(pos_x, pos_z);" is in line 74 but according to the tutorial, i need this for the grid to display, and i checked to see if I wrote everything right multiple times but I as far as I know everything should run as normal.

namespace SA { public class GridManager : MonoBehaviour { #region Variables Node[,] grid; [SerializeField] float xzScale = 1.5f; [SerializeField] float yScale = 2; Vector3 minPos;

     int maxX;
     int maxZ;
     int maxY;

     List<Vector3> nodeViz = new List<Vector3>();
     public Vector3 extends = new Vector3(.8f, .8f, .8f);

     #endregion

     private void Start()
     {
         ReadLevel();
     }

     void ReadLevel()
     {
         
         GridPosition[] gp = GameObject.FindObjectsOfType<GridPosition>();

         float minX = float.MaxValue;
         float maxX = float.MinValue;
         float minZ = minX;
         float maxZ = maxX;

         for (int i = 0; i < gp.Length; i++)
         {
             Transform t = gp[i].transform;

             #region Read Positions
             if (t.position.x < minX)
             {
                 minX = t.position.x;
             }

             if (t.position.x > maxX)
             {
                 maxX = t.position.x;
             }
             if (t.position.z < minZ)
             {
                 minZ = t.position.z;
             }

             if (t.position.x > maxX)
             {
                 maxZ = t.position.z;
             }
             #endregion
         }
         //Assign # of nodes to each axis
         int pos_x = Mathf.FloorToInt((maxX - minX) / xzScale);
         int pos_z = Mathf.FloorToInt((maxZ - minZ) / xzScale);

         minPos = Vector3.zero;
         minPos.x = minX;
         minPos.z = minZ;

         CreateGrid(pos_x, pos_z);
     }

     void CreateGrid(int pos_x, int pos_z)
     {
         
         grid = new Node[pos_x, pos_z];

         for (int x = 0; x < pos_x; x++)
         {
             for (int z = 0; z < pos_z; z++)
             {
                 Node n = new Node();
                 n.x = x;
                 n.z = z;

                 Vector3 tp = minPos;
                 tp.x = x * xzScale;
                 tp.z = z * xzScale;
                 n.worldPosition = tp;

                 nodeViz.Add(n.worldPosition);

                 grid[x, z] = n;
             }
         }
     }

     private void OnDrawGizmos()
     {
         Gizmos.color = Color.red;
         for (int i = 0; i < nodeViz.Count; i++)
         {
             Gizmos.DrawWireCube(nodeViz[i], extends);
         }
     }
 }

}

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