Unity - Scripting API: SerializedProperty.minArraySize
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Description
The smallest number of elements in the array across all target objects. (Read Only)
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); } }