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Question by LVBen · May 13, 2013 at 03:25 AM · arrayreferencenullserializableinstantiated

Why does my null reference become instantiated?

I create an array of Player with length of 2. I instantiate 1 of the 2 Player references and I set the other one to null. I run the game, and, as expected, I get alternating Logs of "100" and "NULL". If I go to Visual Studio and edit the script (i.e. add and then remove a blank line), then when I go back to Unity, I only get Logs of "100" for both Player objects. Why does players[0] become instantiated?

 using UnityEngine;
 using System.Collections;
 
 public class Test : MonoBehaviour {
 
    Player[] players;
 
    void Start()
    {
       players = new Player[2];
       players[0] = null;
       players[1] = new Player();
    }
 
    void Update()
    {
       for (int i = 0; i < 2; i++)
       {
          if (players[i] == null)
          {
             Debug.Log("NULL");
          }
          else
          {
             Debug.Log(players[i].health);
          }
       }
    }
 }
 
 [System.Serializable]
 public class Player
 {
    public int health = 100;
 }
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Answer by LVBen · May 19, 2013 at 10:56 PM

After spending several hours across multiple days, I found some good information about this. Apparently, the issue is with the Unity serialization, in that Unity just doesn't serialize null references for all classes.

If I make Player inherit from ScriptableObject, then Unity will serialize both objects and null references for that class.

This thread was quite helpful: http://forum.unity3d.com/threads/140666-Serialization-of-list-of-classes

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