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Question by Punkjim420 · Apr 09, 2014 at 06:55 PM · c#listsavingclasses

Argument out of range when checking at List[0], C#

Im creating a list of a class and trying to check the values and write over the values for saving/loading player stats and there are no errors until i enter play mode. it looks like im not finding anything at saveData[0] when i try to. and the debug doesnt go off. So im a little confused, is my script 'not' creating a new instance of a class and storing it in saveData[] or is there something wrong with my script?

here is the scripts(mostly--i trimmed them down too be clean and relevant):

PlayerProcessor.CS

 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
 using System.Xml;
 using System.Xml.Serialization;
 using System.IO;
 
 public class PlayerProcessor : MonoBehaviour {
     public Player player = new Player();
     public PlayerData playerData = new PlayerData();
     public string path = "";
     public string playerPass = "arandompass";
     public bool modded = false;
     public string location = "whereiam";
     void Start(){
         if (player.saveData == null){
             player.saveData = new List<PlayerData>();
         }
         playerData.MakePlayerData(playerPass, modded, location);
         player.saveData[0] = playerData;
         //Debug.Log (player.saveData[0].pass);
         if(Network.isServer){
             renderer.material.color = new Color(255, 0, 0);
         }
         if(!Network.isServer){
             renderer.material.color = new Color(0, 0, 255);
         }
         Save();
     }
 }

PlayerData.CS

 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
 using System.Xml;
 using System.Xml.Serialization;
 
 public class PlayerData {
     [XmlAttribute("name")]
     public string pass = "";
     public bool isMod = false;
     public string area = "";
     public void MakePlayerData(string a, bool b, string c){
         pass = a;
         isMod = b;
         area = c;
     }
 }

Player.CS

 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
 using System.Xml;
 using System.Xml.Serialization;
 
 public class Player { 
 [XmlArray("PlayerData")] 
 [XmlArrayItem("Players")] 
 public List<PlayerData> saveData;
     
 }
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Answer by Key_Less · Apr 09, 2014 at 07:06 PM

You create a new list of type PlayerData with an unspecified size, then try to assign to it. Use the Add method to populate your list. So on line 20 of PlayerProcessor.cs:

 player.saveData.Add(playerData);
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