Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • 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 Relo999 · Dec 22, 2015 at 08:38 PM · arraysfor-loop

Why does my array only execute the last of the array?

How come my code only creates 1 plane based on the last values of the array, instead of the amount of the length of the array?

 using UnityEngine;
 using System.Collections;
 
 public class LevelSystem : MonoBehaviour {
 
     public Vector2[] coordX;
     public Vector2[] coordY;
     private float l = 100f;
 
     // Use this for initialization
     void Start () {
     
         for (int i = 0; i < coordX.Length; i++) {
             MeshFilter mf = GetComponent<MeshFilter>();
             Mesh level = new Mesh();
             mf.mesh = level;
             
             
             //verts
             Vector3[] verts = new Vector3[]{
                 new Vector3 (coordX[i].x, coordX[i].y, 0f), 
                 new Vector3 (coordY[i].x, coordY[i].y, 0f),
                 new Vector3 (coordX[i].x, coordX[i].y, l),
                 new Vector3 (coordY[i].x, coordY[i].y, l)
             };
 
             //Tris
 
             int[] Tri = new int[6];
             Tri[0] = 0;
             Tri[1] = 2;
             Tri[2] = 1;
             
             Tri[3] = 1;
             Tri[4] = 2;
             Tri[5] = 3;
 
             //Normals
             Vector3[] normals = new Vector3[4];
             
             normals[0] = Vector3.forward;
             normals[1] = Vector3.forward;
             normals[2] = Vector3.forward;
             normals[3] = Vector3.forward;
             
             //UVs
             Vector2[] uv = new Vector2[4];
             uv[0] = new Vector2(0,0);
             uv[0] = new Vector2(1,0);
             uv[0] = new Vector2(0,1);
             uv[0] = new Vector2(1,1);
             
             //assign
             level.vertices = verts;
             level.triangles = Tri;
             level.normals = normals;
             level.uv = uv;    
 
             //foreach (var item in normals) {
             //    Debug.Log(item);
             //}
         }
     }
 }
Comment
Add comment · Show 1
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 gjf · Dec 22, 2015 at 05:00 PM 0
Share

at first blush it looks like you're only setting uv[0]...yet you make an array with 4 Vector2's

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by phil_me_up · Dec 22, 2015 at 09:20 PM

This:

level.vertices = verts;

level.triangles = Tri;

level.normals = normals;

level.uv = uv;

You're setting the level verticies, triangles etc to just the last set of verts you've created, so whilst you are iterating properly, on each iteration you are just overwriting the values on each pass rather than adding them.

Comment
Add comment · Show 1 · 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 Relo999 · Dec 23, 2015 at 01:10 AM 0
Share

ahh that explains it, so how would I make it doesn't overwrite it?

What I tried was this: for (int j = 0; j < coordX.Length; j++) { level.vertices = verts; level.triangles = Tri; level.normals = normals; level.uv = uv;
level.name = "lane" + i; //GameObject Lane = Instantiate ("lane" + i) as GameObject; }

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.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Array index is out of range? 1 Answer

Split() into a fixed length array? 1 Answer

IndexOutOfRange error on iPhone, but not on PC/Player 0 Answers

Null reference when editing an array in a for loop 1 Answer

naming a variable with a number 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