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Question by ogito123 · Oct 15, 2020 at 02:55 PM · matrixarray of gameobjects

Matrix losing reference to GameObject?

I have a gameObject private GameObject[,] gridAsMatrix = new GameObject[5,5]; and I have a CreateGrid function that's called on Start. It is as follows.

     void CreateGrid(Transform mapHolder)
     {
         for(int i=0;i<gridHeight;i++)
         {
             for(int j=0;j<gridWidth;j++)
             {
                 GameObject newHex= Instantiate(hexagonPrefab);
                 Vector2 gridPos=new Vector2(i,j);
                 newHex.transform.position = CalcWorldPos(gridPos);
                 newHex.transform.SetParent(mapHolder,false);
                 newHex.name=i.ToString() + j.ToString();
                 Debug.Log(newHex.name);
                 gridAsMatrix[i,j]=newHex;
                 Debug.Log(gridAsMatrix[i,j].name);
             }
         }
     }

The two debug statements above work correctly and give the same output. Yet in my Update function I have the following statement

 void Update()
     {
         PropagateDown();
     }
     void PropagateDown()
     {
         for(int i=0;i<hexHeight;i++)
         {
             for(int j=0;j<hexWidth;j++)
             {
                 Debug.Log(gridAsMatrix[i,j].name);
 
             }
         }
     }

but this time the gridAsMatrix[i,j].name gives out "00" as its output always. Why did my values change? I am also using an editor script but I don't think its the cause of the issue. I can give that also if this isn't enough.

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avatar image IggyZuk · Oct 15, 2020 at 03:16 PM 1
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Do gridHeight and hexHeight match? As well as gridWidth and hexWidth?

avatar image ogito123 · Oct 15, 2020 at 03:37 PM 0
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I cant believe that was the mistake. I spend 7 hours on this. Sometimes being a software developer is miserable.... Thank you very much.

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