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Question by lordmonkey · Dec 23, 2012 at 07:24 PM · c#listnullreferenceexceptiongizmos

Why do I keep getting NullReferenceException in Unity while iterating over a List (in OnDrawGizmos)?

I have a following piece of code :

 void OnDrawGizmos ()
 {
 Gizmos.color = new Color (1.0f, 1.0f, 0.5f, 0.5f);
     for (int i = 0; i < listOfNodesToDraw_.Count; i++) {
     Gizmos.DrawCube (
     new Vector3 (listOfNodesToDraw_ [i].X, 1f, listOfNodesToDraw_ [i].Y), 
     new Vector3 (board_.TileWidth_, board_.TileWidth_ * 0.1f, board_.TileWidth_));
         }
 }

listOfNodesToDraw_ is a List. After I quit my game I get this error stacking up in console :

NullReferenceException: Object reference not set to an instance of an object pathfinder_PlaneAttachedScript.OnDrawGizmos () (at Assets/Scripts/pathfinder_PlaneAttachedScript.cs:182) UnityEditor.DockArea:OnGUI()

In game everything is fine and no errors are thrown. What am I doing wrong here ?

EDIT

my OnDrawGizmos() ( the exception is at the for loop line)

 void OnDrawGizmos ()
     {
     Gizmos.color = new Color (1.0f, 1.0f, 0.5f, 0.5f);
     for (int i = 0; i < listOfNodesToDraw_.Count; i++) {
         Gizmos.DrawCube (
                 new Vector3 (listOfNodesToDraw_ [i].X, 1f, listOfNodesToDraw_ [i].Y), 
                 new Vector3 (board_.TileWidth_, board_.TileWidth_ * 0.1f, board_.TileWidth_));
                 }
         }
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avatar image KiraSensei · Dec 24, 2012 at 01:27 AM 0
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Could you be more specific ? What is line 182 ?

avatar image Loius · Dec 24, 2012 at 03:07 AM 0
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All those underscores make me want to murder a keyboard.

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Answer by Loius · Dec 24, 2012 at 03:08 AM

If 182 is in there somewhere, then "listOfNodesToDraw-underscore" contains a null entry, or "board-underscore" is null itself.

why can't we just have [i] and [b] like everyone else

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Answer by Markus__T · Sep 08, 2015 at 09:26 AM

@lordmonkey - I know this answer is a few years late, but since I couldn't find a solution online, I figured I'd post my discovery anyway.

In OnDrawGizmos() add the line at the start of the method

 if (!Application.isPlaying) return;

This seems to stop Unity from trying to update the gizmos after the program is playing

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