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Question by Lockstep · Mar 03, 2013 at 02:36 AM · destroyresizeexecuteineditmode

Destroy gameObject when array is resized.

Hi. I'm working on a waypoint system. I want to add and remove waypoints dynamically in the editor using an array. Creating new points is quite easy using:

 if(list[i] == null) list[i] = new GameObject().transform;

When increasing the size of my array, the new transforms will pop up as intended. But I also want them to disapear when I decrease the size of the array.

Question: How can I dynamically destroy gameObjects when they are thrown out of an array due to me manually resizing it?

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Answer by Lockstep · Mar 03, 2013 at 11:02 AM

Problem solved! Now I use a second array which keeps track of my transforms after resizing. Here is the essence of my code:

 //Create new handles and make sure they are individuals
 for(int i = 0; i < list.Length; i++){
             if(list[i] == null ) list[i] = new GameObject().transform;
             for (int j = 0; j <i ; j++){
                 if(list[j] == list[i]) list[i] = new GameObject().transform;
             }
         }
     //Destroy any unused handle
         if(listCopy == null) listCopy = new Transform[0];
         //Debug.Log("List.length: " + list.Length + " listCopy.Length: " + listCopy.Length);
         if(list.Length != listCopy.Length){
             //Debug.Log(" != ");
             if(list.Length < listCopy.Length){
                 //Debug.Log("Destroying");
                 int dif = listCopy.Length - list.Length;
                 for (int i = listCopy.Length - 1; i > listCopy.Length - 1 - dif; i--){
                     DestroyImmediate(listCopy[i].gameObject);    
                 }
             }
             listCopy = list;
         }
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avatar image robertbu · Mar 03, 2013 at 11:05 AM 0
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Nice solution.

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