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This question was closed Mar 17, 2016 at 03:09 PM by Genei_180 for the following reason:

The question is answered, right answer was accepted

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Question by Genei_180 · Nov 09, 2015 at 05:58 PM · errornull

Problem with == Null

I have a problem
I have this script :

 if (Vertices == null)   
         {  
             Vertices = d.Vertices;  
             Triangles = d.Triangles;  
             Uvs = d.Uvs;  
             Debug.Log ("activated Null in meshdata "+Vertices.Length);  
         }   

My Problem is that Vertices isn't Null but gets activated
The debug.log says:

 activated Null in meshdata 4
 UnityEngine.Debug:Log(Object)
 MeshData:add(MeshData) (at Assets/Source/MeshData.cs:37)


Im not an expert so please explain it as easy as possible :)
Thank you in Advance :)

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Answer by Statement · Nov 09, 2015 at 07:35 PM

  1. if (Vertices == null)

  2. Vertices = d.Vertices;

  3. Debug.Log ("activated Null in meshdata "+Vertices.Length);

So the code block runs if Vertices is null.
The very next statement sets Vertices to d.Vertices. Vertices is no longer null.
You're then logging the length of Vertices (which is the same as d.Vertices).

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avatar image Statement · Nov 09, 2015 at 07:38 PM 0
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The log message is a little funny. If someone on the street told you "I activated null", what does that mean? It should probably say something like this: "Assigned 4 new vertices" or "$$anonymous$$eshData.Vertices was updated (4 vertices in array)"

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