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Question by ALEXALEX303 · Nov 09, 2015 at 06:17 AM · arrayarrayscubecubespatrol

array index out of range

Hey,

Following a tutorial I'm trying to get a cube to patrol in 3 points. I created an array, made its size 3 and added all the patrol points. I added printf to attempt to debug. I have no idea why it keeps setting the array size to 0. All prefabs are set in the inspector, see attached screenshot.

screenshot: http://i.imgur.com/n1Hu9YE.png

This is my console:

 IndexOutOfRangeException: Array index is out of range.
 Patrol.Start () (at Assets/Scripts/Patrol.cs:11)
 3
 UnityEngine.MonoBehaviour:print(Object)
 Patrol:Update() (at Assets/Scripts/Patrol.cs:17)
 0
 UnityEngine.MonoBehaviour:print(Object)
 Patrol:Update() (at Assets/Scripts/Patrol.cs:17)
 IndexOutOfRangeException: Array index is out of range.
 Patrol.Update () (at Assets/Scripts/Patrol.cs:19)
 3
 UnityEngine.MonoBehaviour:print(Object)
 Patrol:Update() (at Assets/Scripts/Patrol.cs:17)
 0
 UnityEngine.MonoBehaviour:print(Object)
 Patrol:Update() (at Assets/Scripts/Patrol.cs:17)
 IndexOutOfRangeException: Array index is out of range.
 Patrol.Update () (at Assets/Scripts/Patrol.cs:19)
 3
 UnityEngine.MonoBehaviour:print(Object)
 Patrol:Update() (at Assets/Scripts/Patrol.cs:17)
 0
 UnityEngine.MonoBehaviour:print(Object)
 Patrol:Update() (at Assets/Scripts/Patrol.cs:17)
 IndexOutOfRangeException: Array index is out of range.
 Patrol.Update () (at Assets/Scripts/Patrol.cs:19)

This is my code:

 using UnityEngine;
 using System.Collections;
 
 public class Patrol : MonoBehaviour {
     public Transform[] patrolPoints;
     public float moveSpeed;
     private int currentPoint;
 
     // Use this for initialization
     void Start () {
         transform.position = patrolPoints[0].position;
         currentPoint = 0;
     }
     
     // Update is called once per frame
     void Update () {
         print (patrolPoints.Length);
 
         if (transform.position == patrolPoints[currentPoint].position){
             currentPoint++;
         }
 
         if (currentPoint >= patrolPoints.Length) {
             currentPoint = 0;
         }
 
         transform.position = Vector3.MoveTowards (transform.position, patrolPoints [currentPoint].position, moveSpeed * Time.deltaTime);
     }
 }

This is line 11

 transform.position = patrolPoints[0].position;

This is line 19

 if (transform.position == patrolPoints[currentPoint].position){

It should be noted that the actual cube patrols correctly, resets correctly and generally behaves as expected. The only issue is this apparent exception that I can't figure out.

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Answer by say_forever · Nov 09, 2015 at 08:11 AM

because you did not initialize patrolPoints[] !

so when you call line11,

we can't read what is in patrolPoints[0].

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