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Question by juli303 · Aug 03, 2016 at 06:40 AM · editor-scriptingprefabseditorwindow

Editor Script with for loop

So this is part of my code right now:

 prefabamount = EditorGUILayout.Slider("Amount", prefabamount, 1, 99);
         GameObject[] worldfab = new GameObject[(int)prefabamount];
         int[] worldId = new int[(int)prefabamount];
         scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
 
         for (int i = 0; i < (int)prefabamount; i++)
         {
 
             GUILayout.BeginVertical();
             worldfab[i] = EditorGUILayout.ObjectField("Prefab", worldfab[i], typeof(GameObject), true) as GameObject;
             worldId[i] = EditorGUILayout.IntField("ID", worldId[i]);
             GUILayout.EndVertical();
         }
         EditorGUILayout.EndScrollView();

but everytime I change the prefab in the editor, it changes back to its null value. I think I know what the problem is, but I don't know how to solve it. Does anybody have an idea?

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Answer by Halfbiscuit · Aug 03, 2016 at 10:33 AM

This line:

 GameObject[] worldfab = new GameObject[(int)prefabamount];

is wiping the array every time, setting all values to null.

What you can do instead is store the 'worldfab' variable outside the function as a member variable then when you need to adjust the size do this:

 GameObject[] temp = new GameObject[worldfab.Length];
 int count = Mathf.Min(temp.Length, (int)prefabamount);
 for(int i = 0; i < count; i++)
 {
     temp[i] = worldfab[i];
 }
 worldfab = new GameObject[(int)prefabamount];
 for(int i = 0; i < count; i++)
 {
     worldfab[i] = temp[i];
 }

You will need to do something similar with the int array.

You could always use a list instead then just add or remove entries as necessary.

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avatar image juli303 · Aug 03, 2016 at 11:05 AM 0
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thank you so much!

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