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Question by SalmonXerxes · Feb 24, 2019 at 11:08 PM · c#terraindatamodifyarray-out-of-range-except

IndexOutOfRangeException: Array index is out of range??

I've been trying to make a script that makes it possible for the player to edit terrain in real time. However, i keep getting "IndexOutOfRangeException: Array index is out of range." in my code. I'm new to c# so there is quite a big possibility that this is just some noob mistake.

The error is in line 56, where i have commented "//This is the error"

  using System.Collections;
     using System.Collections.Generic;
     using UnityEngine;
     
     public class ModifyTerrain : MonoBehaviour {
     
         public Terrain terrain;
         public float strength = 0.01f;
         private int hightmapWidth;
         private int hightmapHight;
         private float[,] hights; 
         private TerrainData terrainData;
     
     
     
         // Use this for initialization
         void Start () {
             terrainData = terrain.terrainData;
             hightmapWidth = terrainData.heightmapWidth;
             hightmapWidth = terrainData.heightmapHeight;
             hights = terrainData.GetHeights(0, 0, hightmapWidth, hightmapHight);
     
             
         }
         
         // Update is called once per frame
         void Update () {
             RaycastHit hit;
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
     
     
             //Raise terrain
             if (Input.GetMouseButtonDown(0)){
                 if(Physics.Raycast(ray, out hit)){
                     RaiseTerrain(hit.point);
                     
                 }
     
             }
     
             //Lower terrain
             if (Input.GetMouseButtonDown(1)){
                 if(Physics.Raycast(ray, out hit)){
                     LowerTerrain(hit.point);
                 }
     
             }
             
         }
     
         private void RaiseTerrain(Vector3 point){
     
             int mouseX = (int)((point.x/terrainData.size.x) * hightmapWidth);
             int mouseZ = (int)((point.z/terrainData.size.z) * hightmapHight);
             Debug.Log(mouseX);
             float y = hights [mouseX, mouseZ]; //This is the error
     
             float[,] modifiedHights = new float [1, 1];
     
             y += strength * Time.deltaTime;
             if(y > terrainData.size.y){
                 y = terrainData.size.y;
             }
             modifiedHights[0,0] = y;
             hights[mouseX, mouseZ] = y;
             terrainData.SetHeights(mouseX, mouseZ, modifiedHights); 
     
     
     
     
         }
         private void LowerTerrain(Vector3 point){
     
             int mouseX = (int)((point.x/terrainData.size.x) * hightmapWidth);
             int mouseZ = (int)((point.z/terrainData.size.z) * hightmapHight);
             float[,] modifiedHights = new float [1, 1];
     
             float y = hights[mouseX,mouseZ];
             y -= strength * Time.deltaTime;
             if(y < 0){
                 y = 0;
             }
             modifiedHights[0,0] = y;
             hights[mouseX,mouseZ] = y;
             terrainData.SetHeights(mouseX,mouseZ,modifiedHights); 
             
     
     
     
         }
     }
     
 

   
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