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Question by $$anonymous$$ · Aug 29, 2012 at 10:40 AM · loopfatal errorforloopgc

Fatal Error in GC

Why does this keep crashing Unity? is it just cause of all the for loops? Perhaps I should make it so each of the four loops triggers separately using bools?

 #pragma strict
 
 private var MoveDist : int;
 var MoveSquareTotal : int = 0;
 var MoveSquarePstvX : Transform;
 var MoveSquarePstvZ : Transform;
 var MoveSquareNegX : Transform;
 var MoveSquareNegZ : Transform;
 var MoveSquare : Transform;
 var SquareCount : int = 0;
 var ZCount : int = 0;
 
 function LateUpdate () {
 
     MoveDist = SelectionDetection.MoveDist;
     MoveSquareTotal = (((SelectionDetection.MoveDist + 1) * 2) * SelectionDetection.MoveDist) + 1;
     
     if (UnitDropDownMenu.Move == true && SquareCount < MoveSquareTotal){
     
         for(var Draw1 = 0; Draw1 < MoveSquareTotal/4 ; Draw1 ++){ 
          for(var SquareDrawPstvXZ = 0; SquareDrawPstvXZ < SelectionDetection.MoveDist; SquareDrawPstvXZ ++){
           for(var SquareDrawPstvX = 1; SquareDrawPstvX < SelectionDetection.MoveDist - SquareDrawPstvXZ; SquareDrawPstvX ++){
            var MoveSquarePstvX = Instantiate(MoveSquarePstvX, Vector3 (SelectionDetection.UnitPosX + SquareDrawPstvX,0.2,SelectionDetection.UnitPosZ + SquareDrawPstvXZ), Quaternion.identity);
            SquareCount ++;
           }
          }
         }
         
         for(var Draw2 = 0; Draw2 < MoveSquareTotal/4 ; Draw2 ++){ 
          for(var SquareDrawPstvZX = 0; SquareDrawPstvZX < SelectionDetection.MoveDist; SquareDrawPstvZ ++){
           for(var SquareDrawPstvZ = 1; SquareDrawPstvZ < SelectionDetection.MoveDist - SquareDrawPstvZX; SquareDrawPstvZ ++){
            var MoveSquarePstvZ = Instantiate(MoveSquarePstvZ, Vector3 (SelectionDetection.UnitPosX + SquareDrawPstvZX,0.2,SelectionDetection.UnitPosZ + SquareDrawPstvZ), Quaternion.identity);
           SquareCount ++;
           }
          }
         } 
         
         for(var Draw3 = 0; Draw3 < MoveSquareTotal/4 ; Draw3 ++){         
          for(var SquareDrawNegXZ = 0; SquareDrawNegXZ < SelectionDetection.MoveDist; SquareDrawNegXZ ++){
           for(var SquareDrawNegX = 1; SquareDrawNegX < SelectionDetection.MoveDist - SquareDrawNegXZ; SquareDrawNegX ++){
            var MoveSquareNegX = Instantiate(MoveSquareNegX, Vector3 (SelectionDetection.UnitPosX - SquareDrawNegX,0.2,SelectionDetection.UnitPosZ - SquareDrawNegXZ), Quaternion.identity);
            SquareCount ++;
           }
          } 
         }
         
         for(var Draw4 = 0; Draw4 < MoveSquareTotal/4 ; Draw4 ++){        
          for(var SquareDrawNegZX = 1; SquareDrawNegZX < SelectionDetection.MoveDist; SquareDrawNegZX ++){
           for(var SquareDrawNegZ = 1; SquareDrawNegZ < SelectionDetection.MoveDist - SquareDrawNegZX; SquareDrawNegZ ++){
            var MoveSquareNegZ = Instantiate(MoveSquareNegZ, Vector3 (SelectionDetection.UnitPosX - SquareDrawNegZX,0.2,SelectionDetection.UnitPosZ - SquareDrawNegZ), Quaternion.identity);
            SquareCount ++;
           }
          } 
         } 
       
      var MoveSquare = Instantiate(MoveSquare, Vector3 (SelectionDetection.UnitPosX,0.2,SelectionDetection.UnitPosZ), Quaternion.identity);
      SquareCount ++;
     }
 }
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