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Question by makaka · Jun 22, 2012 at 04:56 PM · editorarrayinspectorgizmosediting

Acessing array / list from Gizmos in editor

Hi, I'm trying to access an element of an array / list that is set in the inspector during "editor time" (not playtime).

Bar contains several values in the inspector.

Doesn't work:

 public Bar[] bar = new Bar[2];
 OnDrawGizmos() 
 { 
     Method(); 
 }
 
 Method() 
 {
     print(bar[1].beerBottles);
 }
 
 [System.Serialize]
 struct Bar 
 {
     float beerBottles;
 } 



Works:

 public float beerBottles;
 OnDrawGizmos() 
 { 
     Method(); 
 }
 
 Method() 
 {
     print(bar[1].beerBottles);
 }


How can I make the first option work in the editor? Unity claims that the variable in the first option is null even though the variable is set in the editor.

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Answer by Berenger · Jun 22, 2012 at 05:04 PM

This code works for me :

 using UnityEngine;

 public class SerializeAndStuff : MonoBehaviour
 {
     public Bar[] bar = new Bar[2];
     private void OnDrawGizmos() 
     { 
         Method(); 
     }
     
     private void Method() 
     {
         print(bar[1].beerBottles);
     }
     
     [System.SerializableAttribute]
     public struct Bar 
     {
         public float beerBottles;
     }
 }

If you want Bar to show up in the inspector, you need to declare it as a class, not a struct.

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avatar image makaka · Jun 23, 2012 at 11:51 AM 0
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Works just fine today, Unity was playing tricks on me :]. Thanks

avatar image makaka · Jun 23, 2012 at 12:02 PM 0
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Ahh, I figured out the problem. The problem was that the object was a singleton that recreated itself in case it was unavailable. Thus if I disabled the GO where the script was on, Unity created new instance of the script where this value was null. Problem solved. Thanks again

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