Version: 2022.3
LanguageEnglish
  • C#

SerializedProperty.minArraySize

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public int minArraySize;

Description

The smallest number of elements in the array across all target objects. (Read Only)

If the SerializedObject contains multiple objects, this property returns the smallest number of elements. Unlike SerializedProperty.arraySize the minimum size is returned even if it is larger than SerializedObject.maxArraySizeForMultiEditing. In that case SerializedObject.maxArraySizeForMultiEditing could be increased to permit access to the array contents.

When the SerializedObject contains only a single object, this property behaves in the same way as SerializedProperty.arraySize and returns the true array size.

See Also: arraySize, isArray, SerializedObject.targetObjects.

using UnityEditor;
using UnityEngine;

public class MinArraySizeExample : ScriptableObject { public int[] m_data;

[MenuItem("Example/SerializedProperty MinArraySize Example")] static void TestMethod() { const int largeArraySize = 100; // Larger than the default maxArraySizeForMultiEditing value of 64

MinArraySizeExample obj1 = ScriptableObject.CreateInstance<MinArraySizeExample>(); obj1.m_data = new int[largeArraySize];

for (int i = 0; i < largeArraySize; i++) obj1.m_data[i] = i;

// Second object with its own copy of the large array MinArraySizeExample obj2 = ScriptableObject.CreateInstance<MinArraySizeExample>(); obj2.m_data = obj1.m_data;

// Create serialized object for manipulating both objects SerializedObject serializedObject = new SerializedObject(new Object[] { obj1, obj2 }); SerializedProperty property = serializedObject.FindProperty("m_data");

// arraySize returns 0 but minArraySize returns largeArraySize Debug.LogFormat("Array Size: {0}\nMin Array Size: {1}\nMax Array Size: {2}", property.arraySize, property.minArraySize, serializedObject.maxArraySizeForMultiEditing);

// Any call to GetArrayElementAtIndex() at this point would fail

// Extend the max permitted array size serializedObject.maxArraySizeForMultiEditing = property.minArraySize;

// Now arraySize returns largeArraySize, and the elements can be retrieved Debug.LogFormat("New Array Size: {0}, Last element: {1}", property.arraySize, property.GetArrayElementAtIndex(largeArraySize - 1).intValue); } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961