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Question by maxmarlen · Mar 29, 2018 at 11:07 AM · unity 5

I have the following code, but when I try to open a level, it always tries to open level 25, which does not exist! Thanks in advance!,

void Start () { GetButtons (); LevelNaming (); }

 private void GetButtons(){
         LevelButtons = LevelMenuContent.GetComponentsInChildren<Button> ();
     }
 
     private void LevelNaming(){
         for (int i = 0; i < LevelButtons.Length; i++) {
             LevelName = LevelButtons [(i)].GetComponentInChildren<TextMeshProUGUI> ();
             LevelName.text = (i + 1).ToString ();
 
             //
             //Onclick Listner
             //
 
             LevelButtons [i].onClick.AddListener (() => DoTaskOnClick (i + 1));
         }
     }
 
     private void DoTaskOnClick(int ClickedButtonIndex){
         SceneManager.LoadScene(ClickedButtonIndex);
     }
    private void LevelNaming(){
         for (int i = 0; i < LevelButtons.Length; i++) {
             LevelName = LevelButtons [(i)].GetComponentInChildren<TextMeshProUGUI> ();
             LevelName.text = (i + 1).ToString ();
 
             //
             //Onclick Listner
             //
 
             LevelButtons [i].onClick.AddListener (() => DoTaskOnClick (i + 1));
         }
     }
 
     private void DoTaskOnClick(int ClickedButtonIndex){
         SceneManager.LoadScene(ClickedButtonIndex);
     }
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Answer by spencersteers · Mar 29, 2018 at 12:01 PM

So I learned something new!

Looks like the issue you are seeing is a nuance of how C# and closures behave together. Now I am no C# expect but basically the actual value of i that is passed into DoTaskOnClick (i + 1) isn't evaluated until the on click function gets called. At that point the loop is done and i has reached LevelButtons.Length so it is always sending 25 back.

From what I am reading you can get around this by declaring a local variable in the body of the for loop.

          for (int i = 0; i < LevelButtons.Length; i++) {
              int index = i;
              LevelName = LevelButtons [(i)].GetComponentInChildren<TextMeshProUGUI> ();
              LevelName.text = (index + 1).ToString ();
  
              //
              //Onclick Listner
              //
  
              LevelButtons [index].onClick.AddListener (() => DoTaskOnClick (index + 1));
          }

This will effectively create a 'new' variable for each one of the click handlers. Hopefully that explanation isn't totally incorrect! I'm sure someone with more knowledge on the subject can correct me if I missed something.

For reference I ran into this stack overflow article which explains what is going on in more detail. https://stackoverflow.com/questions/271440/captured-variable-in-a-loop-in-c-sharp

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avatar image maxmarlen · Mar 30, 2018 at 11:04 AM 0
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Thank you, it works. :D

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