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Question by NaveGCT · Aug 15, 2020 at 05:04 PM · arraylistnullconvertfix

Removing null object from array in unity

So, im trying to make a simple game, but it will involve multiple "player" objects. When one is destroyed, the whole script stops. So im trying to make it so when any of them become missing/null, they are removed from the array.

Currently, im trying to call this:

     public void FixPlayerDeath()
     {
         foreach (var player in players)
         {
             if (player == null)
             {
                 List<GameObject> gameObjectList = new List<GameObject>(players);
                 gameObjectList.RemoveAll(x => x == null);
                 players = gameObjectList.ToArray();
             }
         }
     }


in the update section. the array is called "players". Here is the full script so far.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class MultiplayerFollowerScript : MonoBehaviour
 {
 
     public int speed = 5;
     public float radius = 5.0f;
     public float damage;
     public int cooldownlength;
     public float cooldown;
     public Rigidbody myrb;
     public float jumpSpeed = 12.0f;
     public GameObject[] players;
     public GameObject attackableplayer;
     public float distancegetter;
     public float bestdist;
    
     void Start()
     {
 
     }
 
     private void OnCollisionEnter(Collision other)
     {
         if (other.gameObject.CompareTag("DeathLayer"))
         {
             myrb.AddForce(Vector3.up * jumpSpeed, ForceMode.Impulse);
         }
     }
 
     public void FixPlayerDeath()
     {
         foreach (var player in players)
         {
             if (player == null)
             {
                 List<GameObject> gameObjectList = new List<GameObject>(players);
                 gameObjectList.RemoveAll(x => x == null);
                 players = gameObjectList.ToArray();
             }
         }
     }
 
     public void GetClosestPlayer()
     {
         foreach (var obj in players)
         {
             distancegetter = (Vector3.Distance(obj.transform.position, transform.position));
             bestdist = (Vector3.Distance(attackableplayer.transform.position, transform.position));
             if (distancegetter < bestdist)
             {
                 attackableplayer = obj;
             }
         }
     }
 
     public void ApproachClosestPlayer()
     {
         if (Vector3.Distance(transform.position, attackableplayer.transform.position) <= radius)
         {
             transform.LookAt(attackableplayer.transform);
             transform.Translate(Vector3.forward * speed * Time.deltaTime);
         }
     }
 
     void CoolDownManager()
     {
         if (cooldown > 0)
         {
             cooldown = cooldown - Time.deltaTime;
 
         }
     }
 
     void Update()
     {
         GetClosestPlayer();
         ApproachClosestPlayer();
         CoolDownManager();
         FixPlayerDeath();
         NewBest();
     }
 
     public void NewBest()
     {
         attackableplayer = players[1];
     }
 
     void log(string message)
     {
         //if (LogsEnabled == true) {
         Debug.Log(message);
         //}
     }
 }
 



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