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Question by Zezzu · Jun 07, 2017 at 10:04 PM · setactivescritping

I need my script to continue after i have set the first, help

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI;

// bla bla bla from line 33

         foreach (var b in buttonlist) {
             Inactivebuttonlist.Add (b);

             buttonlist.Remove (b);

             b.gameObject.SetActive (false);

             **// My function stop here, but there is still more to be done**

         }

         PlanetAdminHolder.SetActive (false);

         // bla bla bla
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Answer by kornstar83 · Jun 07, 2017 at 11:19 PM

when you are removing the item from the list it is changing the length (count) of the list, maybe it has something to do with that.

try something like:

 foreach (var b in buttonlist) {
              Inactivebuttonlist.Add (b);
              b.gameObject.SetActive (false);
          }
          buttonlist.clear(); //empty the list after the foreach has run its course
          PlanetAdminHolder.SetActive (false);
          // bla bla bla


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avatar image Zezzu · Jun 08, 2017 at 08:29 AM 0
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Thank you. It works :)

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