array index out of is out of range

I am new to unity 3D.I doing 7 Cameras Surveillance in a room.The problem is “array index out of range” keep appearing.Below is my script.I hope you can help me solve this problem.

var selGridInt : int = 0;
var selStrings : String = [“Camera 1” , “Camera 2” , “Camera 3” , “Camera 4” , “Camera 5” , “Camera 6” , “Camera 7” ];

var camera3 : Camera;

function OnGUI ()

{
GUILayout.BeginArea( Rect( 5, 25, 120, 230),GUI.skin.window);

//SelectionGrid pops out a variable number of buttons, only one can be active at a time.

selGridInt = GUI.SelectionGrid (Rect (10,20 ,100, 200), selGridInt, selStrings, 1);

GUILayout.EndArea();

}

function Update()
{
//If element 0 of the SelectionGrid is enabled,

if (selGridInt == 0)
	{
	camera3[0].enabled = true;
	camera3[1].enabled = false;
	camera3[2].enabled = false;
	camera3[3].enabled = false;
	camera3[4].enabled = false;
	camera3[5].enabled = false;
	camera3[6].enabled = false;
	camera3[7].enabled = false;
	}
if (selGridInt == 1)
	{
	camera3[0].enabled = false;
	camera3[1].enabled = true;
	camera3[2].enabled = false;
	camera3[3].enabled = false;
	camera3[4].enabled = false;
	camera3[5].enabled = false;
	camera3[6].enabled = false;
	camera3[7].enabled = false;
	}

if (selGridInt == 2)

	{
	camera3[0].enabled = false;
	camera3[1].enabled = false;
	camera3[2].enabled = true;
	camera3[3].enabled = false;
	camera3[4].enabled = false;
	camera3[5].enabled = false;
	camera3[6].enabled = false;
	camera3[7].enabled = false;
	}
	if (selGridInt == 3)
	{
	camera3[0].enabled = false;
	camera3[1].enabled = false;
	camera3[2].enabled = false;
	camera3[3].enabled = true;
	camera3[4].enabled = false;
	camera3[5].enabled = false;
	camera3[6].enabled = false;
	camera3[7].enabled = false;
	
	}
	if (selGridInt == 4)
	{
    camera3[0].enabled = false;
	camera3[1].enabled = false;
	camera3[2].enabled = false;
	camera3[3].enabled = false;
	camera3[4].enabled = true;
	camera3[5].enabled = false;
	camera3[6].enabled = false;
	camera3[7].enabled = false;
	
	}
	if (selGridInt == 5)
	{
	camera3[0].enabled = false;
	camera3[1].enabled = false;
	camera3[2].enabled = false;
	camera3[3].enabled = false;
	camera3[4].enabled = false;
	camera3[5].enabled = true;
	camera3[6].enabled = false;
	camera3[7].enabled = false;
	
	}
	if (selGridInt == 6)
	{
	camera3[0].enabled = false;
	camera3[1].enabled = false;
	camera3[2].enabled = false;
	camera3[3].enabled = false;
	camera3[4].enabled = false;
	camera3[5].enabled = false;
	camera3[6].enabled = true;
	camera3[7].enabled = false;
	
	}
	if (selGridInt == 7)
	{
	camera3[0].enabled = false;
	camera3[1].enabled = false;
	camera3[2].enabled = false;
	camera3[3].enabled = false;
	camera3[4].enabled = false;
	camera3[5].enabled = false;
	camera3[6].enabled = false;
	camera3[7].enabled = true;
	
	}

}

You need to create the camera3 array (e.g. var camera3 = new Camera[8];). Also, you could make Update a lot simpler with

function Update() {
  for (var i = 0; i < 8; i++)
    camera3*.enabled = false;*

camera3[selGridInt].enabled = true;
}

you have 7 cameras in your scene, but you’re starting at 0 in your assignment… so you actually are trying to assign to 8 cameras.

get rid of camera3[7] references.