• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Drexster · Mar 02, 2012 at 09:05 PM · listarraylistontriggerexit

Remove a particular object from list on trigger exit

Trying to remove a specific object from my list on trigger exit is prooving difficult for some reason. As you can see i've done everything i can to try to debug this using print and Debug.Break... i've narrowed it down to when comparing the GetInstanceID is failling. If removing objects from a list/array is it ok to iterate backwards through the list/array?

Some help would be greatly apreciated!

 function OnTriggerExit(other : Collider) {
 print(other.transform.GetInstanceID());
 
 if(other.transform.tag == "Cube")
     {
         if(cubeList.Count != 0)
             {print("iterating through Cube List");
                 for(var i : int = cubeList.Count-1; i >= 0; i--)
                     {    
                     print("in iteration loop");
                     var currentCubeObject : GameObject = cubeList[i];
                     print("the current cube ID " + currentCubeObject.GetInstanceID());
                         if(currentCubeObject.GetInstanceID() == other.transform.GetInstanceID())
                             {    cubeList.RemoveAt(i);    Debug.Break();}
                         if (i == cubeList.Count) {break;}
                     }
                 
                 //cubeList.RemoveAt(cubeList.Count-1);
                 //print("cube exited the colum " + transform.name);
                 //print("break for cube removal from " + transform.name);
                 //Debug.Break();
             }
     }
 }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by Berenger · Mar 02, 2012 at 10:29 PM

You could use list.Remove(other). I suppose GameObject overrides Equals to compare instance ids. If it's too long, try looking only for the occurence index inside the loop (break out once you found it ) and remove after, sort of like that :

var index : int = -1;
for( var curr : GameObject in cubeList ){
    ++index;
    if( curr.GetInstanceID() == other.transform.GetInstanceID() )
        break;
}
if( index >= 0 && index < cubeList.Count )// ocurrence was found
    cubeList.RemoveAt(index);
Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Drexster · Mar 02, 2012 at 10:43 PM 0
Share

Awesome. thank you very much, that works. *though change the cubeList.Length to be cubeList.Count :)

I still don't understand what was wrong with my solution however...

avatar image Berenger · Mar 02, 2012 at 11:45 PM 0
Share

Your code seems correct, you're making a remove during the loop but it's not using the enumerator, and you check the boundaries, so I don't now (edit on the code done, thanks)

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

A node in a childnode? 1 Answer

How to acces the value of List of arrays 0 Answers

Is it possible to sort an array determined by an external comparison? 1 Answer

Add a Play Next Song And A shuffle Option To Music Player C# 1 Answer

Collections don't work! 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges