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Question by Christian.Tucker · Aug 29, 2013 at 06:13 AM · global array

Array out of index error

So, I'm trying to create an array of GameObjects, which will be used to display the names of all the objects I have selected in my RTS Project.

Currently I have a selection system where I can Drag and drop my mouse to create a selection window, which selects the targets, then I can move them around, etc. But now I'm trying to add them to a list.

Here's the code

         if(selected) {
             renderer.material.color = Color.blue;
             selectedUnits.units[selectedUnits.units.Length + 1] = gameObject;
         }




and then ofcourse, there is the selectedUnits class

 using UnityEngine;
 using System.Collections;
 
 public class SelectedUnits : MonoBehaviour {
     
     public GameObject[] units;
     
     // Use this for initialization
     void Start () {
 
     }
     
     // Update is called once per frame
     void Update () {
         Debug.Log(units.Length);
     }
 }
 
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Answer by Sajidfarooq · Aug 29, 2013 at 06:21 AM

You cannot simply access an additional item in an array (by trying length+1), without having allocated memory for the new item first. If you are using a List, then simply use the list.Add function:

 selectedUnits.units.Add(gameObject);

If you are using a traditional pre-allocated array, then you will need to use Array.Resize.

See this for more info.

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avatar image Christian.Tucker · Aug 29, 2013 at 08:12 AM 0
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Thanks for this, I ended up transferring everything to a List and it's working perfectly. Thanks for the idea.

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Answer by NonGamingCoder · Aug 29, 2013 at 08:28 AM

 public class SelectedUnits : MonoBehaviour 
 {
     private const int UnitCount = 4;  // Change this to your own value...
     public GameObject[] units;
 
     void Awake()
     {
         // Run local initialization here...
         units = new GameObject[UnitCount]; // <-- You missed this line.
     }
 
     void Start () 
     {
         // Do stuff to other objects here 
     }
  
     void Update () 
     {
         // This should write '4'
         Debug.Log(units.Length);  
     }
 }
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