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Question by Aram-Azhari · Dec 16, 2014 at 12:01 PM · gameobjectinstantiateprefabdictionary

Modifying scene objects programatically references prefab

Hi,

I have a scene where I create gameobjects from a prefab in the Resources folder at runtime:

 var runtimeObject =(GameObject)UnityEngine.GameObject.Instantiate(Resources.Load(actorsTemplate_[rr]));

These object have a dictionary member called private

 private Dictionary<string, float> floatUpdate;

At runtime, I add some stuff to the dictionaries in this way:

 public void SetFloatParameter(string Name, float value)
     {
         if (floatUpdate.ContainsKey("Name"))
             floatUpdate[Name] = value; // !!LINE #1
         else
             floatUpdate.Add(Name, value); // !!LINE #2
     }

The problem I'm facing is:

ArgumentException: An element with the same key already exists in the dictionary.

on the !!LINE #1 (as specified in the code block after // comment).

What could be causing this?

Thanks.

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avatar image Baste · Dec 16, 2014 at 01:29 PM 0
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Are you absolutely sure it's the line you're specifying? Because the indexer (the []) should not be able to throw a ArgumentException - only the Add method does that. Check the docs here.

Furthermore, doing this in an empty scene:

 void Start() {
     Dictionary<string, int> dict = new Dictionary<string, int>();
     dict["foo"] = 0;
     Debug.Log(dict["foo"]);
     dict["foo"] = 1;
     Debug.Log(dict["foo"]);
 }

Prints 0 and then 1 as expected, with no errors.

avatar image Aram-Azhari · Dec 16, 2014 at 08:33 PM 0
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The issue was that I used if (floatUpdate.Contains$$anonymous$$ey("Name")) ins$$anonymous$$d of if (floatUpdate.Contains$$anonymous$$ey(Name)).

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Best Answer

Answer by BMayne · Dec 16, 2014 at 01:41 PM

Hey there,

Your issue is the contains key check you are doing. You check to see if "Name" is a key. This will never be true unless you sent "Name" in with that function. Change "Name" to Name and you will be fine.

 public void SetFloatParameter(string Name, float value)
      {
          if (floatUpdate.ContainsKey(Name))
              floatUpdate[Name] = value; // !!LINE #1
          else
              floatUpdate.Add(Name, value); // !!LINE #2
      }

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