Unity Declare An Array But All Entries Are Null

Concat joins two or more arrays. Join Joins the contents of an array into one string. Pop Removes the last element of the array and returns it. Push Adds value to the end of the array. RemoveAt Removes the element at index from the array. Shift Removes the first element of the array and returns it. Sort Sorts all Array elements. Unshift

When you declare a reference type array, each element is initialized as null. This is why you are getting a NullReferenceException when you try to access the property of one of the array elements. To avoid this, you can initialize the array with the initialized reference typeS

I'm making an inventory system with drag and drop UI. The manager script has an array that contains the GameObjects of each InventorySlot UI GameObject so the UI has slots to drag and drop from. When I mark the array with SerializeField to view it in the inspector, the array has all the InventorySlot GameObjects like it should, but when I try to use those in a method ex. InventorySlots

Fake Null. When we declare a serialized Unity object as null, for example public Object obj null, it's not actually a true null. This is because Unity needs to display this field in the editor

What element type does your array have?. It's just a public list of monobehaviours attached to game objects. public PlayerCore pCore.This is why I'm so confused.

You cannot remove elements from an array, as it cannot be resized. If you plan to do so you'd be better off using a List. In that case you can use the RemoveAt or Remove method on the list to remove an element.

Arrays vs lists in Unity. Lists work in a very similar way to Arrays, except that, unlike arrays, lists are typically more suitable for dynamic collections where the length of the list is likely to change.. public Listltintgt numbers For example, it's possible to add or remove single entries to or from a list, lists can be easily sorted, and entries can be checked, compared or even removed

Because Renderer is a reference type.. In C, creating an array of any reference type initializes all entries in that array to null.To give these newly-created entries other values, you have to do so explicitly. Note that you appear to be trying to do so in the code that follows immediately after

I am trying to load the entire contents of the .json file into an array, quotquestions,quot then copy that array into another array, quotquestionsCopy.quot To avoid repeating questions, as a question is used during the gameplay, I will remove it and its corresponding answer choices, correct answer and explanation from the questionsCopy array.

The only possible way to have my array return to being null is by restarting the entire Unity client. The weirdest part of this is that if I look in the editor, the array LOOKS just like it would if it was null - just blank values in all the variables. I've been stuck on this all day and can't figure it out, so any help would be much