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Question by TBooker · Dec 16, 2017 at 10:12 PM · c#buildarrayindexoutofrangeexception

IndexOutOfRangeException in build but not editor

Im' having a problem where I get IndexOutOfRangeException: Array index is out of range. only when I build my project.

I'm creating an 11 by 11 array called hexTiles of type Hex (which I have defined elsewhere). This is used to store some hex tile objects that form a game board. The exception occurs when attempting to access hexTiles[1,4], but [1,4] should not be out of bounds.

When running the game from inside the Unity editor, everything works perfectly. However, when I build, most of the hex tiles don't appear in the game and output_log.txt shows the above exception.

I'm trying to figure out

  1. Why is this happening at all?

  2. Why does it work up until accessing hexTiles[1,4]?

  3. Why is it not happening in the editor?

The relevant bit of the code below occurs in CreateMap(). (Note that the for loops that write to hexTiles go from -5 to 5, rather than 0 to 10 as it's more convenient given how I'm indexing the hex grid.)

    using System.Collections;
     using System.Collections.Generic;
     using UnityEngine;
 
     public class HexMap : MonoBehaviour {
 
     public Material[] terrainMaterials;
     public GameObject hexTilePrefab;
     public GameObject characterPrefab;
 
     private Hex[,] hexTiles = new Hex[11,11];
     private GameObject[,] hexTileObjects = new GameObject[11, 11];
     private GameObject heroObject;
 
     // Use this for initialization
     void Start()
     {
         CreateMap();
         SpawnPlayer();
     }
 
     public void CreateMap()
     {
         for (int column = -5; column < 6; column++) 
         {
             for (int row = -5; row < 6; row++) 
             {
                 if (Mathf.Abs(column+row) <= 5)  
                 {
                     Hex h = new Hex(column, row);
                     hexTiles[column+5, row+5] = h; // exception in build but not editor at column=-4, row=-1
                     GameObject hexPrefab = Instantiate(HexTilePrefab, h.Position(), Quaternion.identity, this.transform);
                     hexTileObjects[column + 5, row + 5] = hexPrefab;
                     MeshRenderer mr = hexPrefab.GetComponentInChildren<MeshRenderer>();
                     Material[] mats = mr.materials;
                     mats[1] = terrainMaterials[Random.Range(0, terrainMaterials.Length)];
                     mr.materials = mats;
 
                     hexPrefab.GetComponentInChildren<HexObjectData>().coords = new IntVector3(column,row, -(column + row ));
                 }
             }
         }
     }
 
     public Hex GetHex(int col, int row)unity
     {
         return new Hex(col,row);
     }
 
     public void SpawnPlayer()
     {
         Hero hero = new Hero(0,0);
         heroObject = Instantiate(CharacterPrefab, hero.Position(), Quaternion.identity, this.transform);
     }
 
     public GameObject GetHeroObject()
     {
         return heroObject;
     }
 }

Any help much appreciated.

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