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[Part 14] Item Collection Bug
Home › Forums › Video Game Tutorial Series › Creating a Farming RPG in Unity › [Part 14] Item Collection Bug
- This topic has 14 replies, 4 voices, and was last updated 5 months, 4 weeks ago by
Jonathan Teo.
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AuthorPosts
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March 3, 2025 at 6:24 pm #17343::
Hello, I have found a bug that occurs in Episode 14 of the tutorial. When I am holding an item (if I don’t press the middle mouse button to save the item), after gathering crops, the item in my hand disappears. How can I fix this bug?
As shown in the video example, when I have 20 cabbages in my hand (if without keep the item), after collecting crops again, the item will disappear.
March 3, 2025 at 6:31 pm #17344::It looks like you’re experiencing an issue with item management in your game, specifically when holding an item and gathering crops. To help you troubleshoot and potentially fix this bug, here are a few suggestions you can follow:
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Check Item State Management: Ensure that the code responsible for managing the state of the item in hand correctly handles the interaction when gathering crops. There might be a logic error that causes the item to be removed from the player’s hand.
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Review Crop Gathering Logic: Look at the function or method that handles crop gathering. If you are removing the item from the player’s inventory or resetting the item in hand when gathering crops, make sure that it checks whether the player is holding an item or not.
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Debugging: Add debug logs in your gathering function to check the state of the item in hand before and after gathering crops. This will help you identify where the item is being removed or set to null.
For example:
print(f"Item in hand before gathering: {player.item_in_hand}")
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Input Handling: Ensure that your input handling for gathering crops (like pressing a button) does not inadvertently reset or clear the item in hand unless explicitly intended.
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Check for Conditions: If there are conditions that modify the player’s inventory or item state when gathering crops, verify that they are functioning as intended. This includes checking whether the item should only be removed when a specific condition is met (e.g., successful crop gathering).
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Test with Different Scenarios: Try to replicate the issue under different scenarios (e.g., holding different items, different amounts of crops) to see if the problem is consistent. This can help narrow down the root cause.
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Review Documentation or Tutorials: Since you mentioned this is part of a tutorial, review the sections related to item management and crop gathering to ensure you haven’t missed any critical steps.
If you’re still having trouble after trying these suggestions, please share relevant snippets of your code that handle item management and crop gathering. That way, I can provide more specific guidance on how to resolve the issue.
has upvoted this post. March 3, 2025 at 7:44 pm #17345::Let us know if Tarha’s solutions were helpful. If not, please post your code(s), as well as any messages that appear in your Console when the bug happens.
March 3, 2025 at 9:03 pm #17348::That’s bad. I’m not sure where the problem is. There’s no error showing up on my console. Is it because the issue is with the InventoryToHand in InventoryManager?”
March 3, 2025 at 9:06 pm #17352::It sounds like you’re dealing with a problem in your code related to an inventory system, and you’re specifically questioning the
InventoryToHand
method in yourInventoryManager
. To help you troubleshoot this issue, here are some steps and tips:-
Check Method Logic: Review the
InventoryToHand
method to ensure that it is correctly transferring items from the inventory to the hand. Look for any missing logic or conditions that might prevent the transfer from happening. -
Debugging: Since you’re not seeing any errors in the console, consider adding debugging statements (like
console.log
in JavaScript or equivalent in other languages) at various points in theInventoryToHand
method to see if the method is being called and to track the flow of data. -
Check Item Availability: Make sure that there are actually items in the inventory that can be transferred to the hand. If the inventory is empty or the specific item you’re trying to move isn’t there, the method may silently fail.
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Inspect Inventory Structure: Check how your inventory is structured. If you’re using an array or a dictionary, ensure that you’re accessing and modifying the data correctly.
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Return Values: If your method has a return value, make sure it’s returning what you expect. This could help in understanding if the operation was successful or not.
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Look for Side Effects: Sometimes, other parts of your code might affect the
InventoryToHand
method. Check if there are any events or listeners that might be affecting the inventory state. -
Unit Tests: If possible, write unit tests for the
InventoryToHand
function to confirm that it behaves as expected under various scenarios. -
Ask for Help: If you’re still stuck, consider sharing the relevant code snippet (specifically the
InventoryToHand
method and any related code) so that others can help you troubleshoot more effectively.
Feel free to share your code here, and I’d be happy to take a closer look!
March 3, 2025 at 9:52 pm #17370::“I’m sorry, I don’t know how to publish code on the blog, but my code is the same as the InventoryManager in Tutorial 14.”
March 3, 2025 at 9:56 pm #17371::It sounds like you’re looking to publish your code on your blog, but you’re unsure how to do so. Here are some general steps you can follow to publish your code, especially if it’s similar to the InventoryManager in Tutorial 14:
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Format Your Code: Before posting, make sure your code is well-formatted. You can use code blocks to make it more readable. If you’re using Markdown for your blog, you can format your code like this:
```python # Your code here class InventoryManager: # Your InventoryManager code here
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Provide Context: Write a brief introduction to the code. Explain what the InventoryManager does, its purpose, and why you’re sharing it. This helps readers understand the context.
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Include Comments: Within your code, make sure to add comments where necessary. This will help readers comprehend the logic and flow of your code.
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Use a Code Snippet Tool: If your blogging platform supports it, you can use a code snippet tool that allows syntax highlighting, which makes your code more visually appealing.
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Publish: Once you have everything formatted and written, go ahead and publish your post on your blog.
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Engage with Your Readers: After publishing, be open to questions and feedback in the comments section. It can help you improve and engage with your audience.
If you have any specific questions or need help with particular aspects of your code or the blogging process, feel free to ask!
March 4, 2025 at 5:21 am #17372March 4, 2025 at 11:08 am #17376::using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Linq; public class InventoryManager : MonoBehaviour { public static InventoryManager Instance { get; private set; } private void Awake() { if (Instance != null && Instance != this) { Destroy(this.gameObject); } else { Instance = this; } } List<ItemData> _itemIndex; public ItemData GetItemFromString(string name) { if (_itemIndex == null) { _itemIndex = Resources.LoadAll<ItemData>("").ToList(); } return _itemIndex.Find(i => i.name == name); } [Header("Tools")] [SerializeField] private ItemSlotData[] toolSlots = new ItemSlotData[8]; [SerializeField] private ItemSlotData equippedToolSlot = null; [Header("Items")] [SerializeField] private ItemSlotData[] itemSlots = new ItemSlotData[8]; [SerializeField] private ItemSlotData equippedItemSlot = null; public Transform handPoint; public void LoadInventory(ItemSlotData[] toolSlots, ItemSlotData equippedToolSlot, ItemSlotData[] itemSlots, ItemSlotData equippedItemSlot) { this.toolSlots = toolSlots; this.equippedToolSlot = equippedToolSlot; this.itemSlots = itemSlots; this.equippedItemSlot = equippedItemSlot; UIManager.Instance.RenderInventory(); RenderHand(); } public void InventoryToHand(int slotIndex, InventorySlot.InventoryType inventoryType) { ItemSlotData handToEquip = equippedToolSlot; ItemSlotData[] inventoryToAlter = toolSlots; if (inventoryType == InventorySlot.InventoryType.Item) { handToEquip = equippedItemSlot; inventoryToAlter = itemSlots; } if (handToEquip.Stackable(inventoryToAlter[slotIndex])) { ItemSlotData slotToAlter = inventoryToAlter[slotIndex]; handToEquip.AddQuantity(slotToAlter.quantity); slotToAlter.Empty(); } else { ItemSlotData slotToEquip = new ItemSlotData(inventoryToAlter[slotIndex]); inventoryToAlter[slotIndex] = new ItemSlotData(handToEquip); if (slotToEquip.IsEmpty()) { handToEquip.Empty(); } else { EquipHandSlot(slotToEquip); } } if (inventoryType == InventorySlot.InventoryType.Item) { RenderHand(); } UIManager.Instance.RenderInventory(); } public void HandToInventory(InventorySlot.InventoryType inventoryType) { ItemSlotData handSlot = equippedToolSlot; ItemSlotData[] inventoryToAlter = toolSlots; if (inventoryType == InventorySlot.InventoryType.Item) { handSlot = equippedItemSlot; inventoryToAlter = itemSlots; } if (!StackItemToInventory(handSlot, inventoryToAlter)) { for (int i = 0; i < inventoryToAlter.Length; i++) { if (inventoryToAlter[i].IsEmpty()) { inventoryToAlter[i] = new ItemSlotData(handSlot); handSlot.Empty(); break; } } } if (inventoryType == InventorySlot.InventoryType.Item) { RenderHand(); } UIManager.Instance.RenderInventory(); } public bool StackItemToInventory(ItemSlotData itemSlot, ItemSlotData[] inventoryArray) { for (int i = 0; i < inventoryArray.Length; i++) { if (inventoryArray[i].Stackable(itemSlot)) { inventoryArray[i].AddQuantity(itemSlot.quantity); itemSlot.Empty(); return true; } } return false; } public void ShopToInventory(ItemSlotData itemSlotToMove) { ItemSlotData[] inventoryToAlter = IsTool(itemSlotToMove.itemData) ? toolSlots : itemSlots; if (!StackItemToInventory(itemSlotToMove, inventoryToAlter)) { for (int i = 0; i < inventoryToAlter.Length; i++) { if (inventoryToAlter[i].IsEmpty()) { inventoryToAlter[i] = new ItemSlotData(itemSlotToMove); break; } } } UIManager.Instance.RenderInventory(); RenderHand(); } public void RenderHand() { if (handPoint.childCount > 0) { Destroy(handPoint.GetChild(0).gameObject); } if (SlotEquipped(InventorySlot.InventoryType.Item)) { Instantiate(GetEquippedSlotItem(InventorySlot.InventoryType.Item).gameModel, handPoint); } } #region Get and Checks public ItemData GetEquippedSlotItem(InventorySlot.InventoryType inventoryType) { return inventoryType == InventorySlot.InventoryType.Item ? equippedItemSlot.itemData : equippedToolSlot.itemData; } public ItemSlotData GetEquippedSlot(InventorySlot.InventoryType inventoryType) { return inventoryType == InventorySlot.InventoryType.Item ? equippedItemSlot : equippedToolSlot; } public ItemSlotData[] GetInventorySlots(InventorySlot.InventoryType inventoryType) { return inventoryType == InventorySlot.InventoryType.Item ? itemSlots : toolSlots; } public bool SlotEquipped(InventorySlot.InventoryType inventoryType) { return inventoryType == InventorySlot.InventoryType.Item ? !equippedItemSlot.IsEmpty() : !equippedToolSlot.IsEmpty(); } public bool IsTool(ItemData item) { EquipmentData equipment = item as EquipmentData; if (equipment != null) return true; SeedData seed = item as SeedData; return seed != null; } #endregion public void EquipHandSlot(ItemData item) { if (IsTool(item)) { equippedToolSlot = new ItemSlotData(item); } else { equippedItemSlot = new ItemSlotData(item); } } public void EquipHandSlot(ItemSlotData itemSlot) { ItemData item = itemSlot.itemData; if (IsTool(item)) { equippedToolSlot = new ItemSlotData(itemSlot); } else { equippedItemSlot = new ItemSlotData(itemSlot); } } public void ConsumeItem(ItemSlotData itemSlot) { if (itemSlot.IsEmpty()) { Debug.LogError("There is nothing to consume!"); return; } itemSlot.Remove(); RenderHand(); UIManager.Instance.RenderInventory(); } #region Inventory Slot Validation private void OnValidate() { ValidateInventorySlot(equippedToolSlot); ValidateInventorySlot(equippedItemSlot); ValidateInventorySlots(itemSlots); ValidateInventorySlots(toolSlots); } void ValidateInventorySlot(ItemSlotData slot) { if (slot.itemData != null && slot.quantity == 0) { slot.quantity = 1; } } void ValidateInventorySlots(ItemSlotData[] array) { foreach (ItemSlotData slot in array) { ValidateInventorySlot(slot); } } #endregion void Start() { } void Update() { } }
March 4, 2025 at 11:12 am #17377::It looks like you’re working on an inventory management system in Unity, and there are a few things we can address in your code. Here are some common issues and suggestions for improvements:
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HTML Entity Characters: Your code contains HTML entity characters like
<
,>
, and&
instead of the proper C# symbols `, and
&`. Make sure to replace them to avoid syntax errors. For example:if (Instance != null && Instance != this)
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Instantiation of
ItemSlotData
: In yourInventoryToHand
andHandToInventory
methods, you are creating new instances ofItemSlotData
using the constructor. Ensure that yourItemSlotData
class has the appropriate constructors defined. -
Null Checks: In your methods, you may want to add null checks before accessing properties of
ItemSlotData
orItemData
to avoid potentialNullReferenceException
errors. -
UIManager Usage: Ensure that
UIManager.Instance
is correctly set up and initialized. If it’s null, it could lead to runtime exceptions. You may want to log an error if it’s not initialized. -
Efficiency Improvements: Instead of using
Resources.LoadAll
every time you callGetItemFromString
, consider loading your items once during initialization and storing them in_itemIndex
. -
Rendering Logic: In
RenderHand
, if there are multiple children athandPoint
, you might want to ensure that you are destroying only the specific item you want to remove, rather than just the first child. -
Equip Hand Slot: The
EquipHandSlot(ItemData item)
andEquipHandSlot(ItemSlotData itemSlot)
methods are doing similar things. You might want to refactor them into a single method to reduce redundancy. -
Debugging: If you encounter issues with the functionality, consider adding more debug statements or using breakpoints to better trace what happens during execution.
Here’s an example of how you might refactor part of the code to address some of these issues:
public ItemData GetItemFromString(string name) { if (_itemIndex == null) { _itemIndex = Resources.LoadAll("").ToList(); } return _itemIndex.Find(i => i.name.Equals(name, StringComparison.OrdinalIgnoreCase)); } public void RenderHand() { // Clear existing hand item if (handPoint.childCount > 0) { Destroy(handPoint.GetChild(0).gameObject); } // Instantiate new equipped item if (SlotEquipped(InventorySlot.InventoryType.Item)) { Instantiate(GetEquippedSlotItem(InventorySlot.InventoryType.Item).gameModel, handPoint); } }
If you have any specific errors or issues you’re encountering, please provide those details for more targeted help!
March 4, 2025 at 11:36 am #17378::@pwp it looks like the forum has accidentally marked your posts as spam. Really sorry about that.
March 4, 2025 at 12:15 pm #17379::Sorry, I still can’t figure out how to stop the new item I pick up from replacing the one I already have in my hand.Do I need to provide more code?
March 4, 2025 at 12:15 pm #17380::It sounds like you’re working with an inventory system in a game or application, and you want to prevent a new item from replacing the currently held item in the player’s hand when picking up a new item. To help you better, I would need to see the relevant part of your code related to item picking and inventory management.
However, I can provide a general approach to handle this situation:
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Use a Condition to Check Inventory: Before picking up a new item, check if the player is already holding an item. If they are, you can either:
- Prevent the item from being picked up.
- Store the item in a separate inventory slot (if you have a limited inventory system).
- Use a prompt to ask the player if they want to replace the item.
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Implement an Inventory System: If you haven’t already, consider implementing an inventory system that allows players to manage multiple items. For example, you could have an array or a list that holds items, and players can switch between them.
Here’s a basic example in pseudo-code:
class Player { Item currentItem; // The item currently held by the player void pickUpItem(Item newItem) { if (currentItem == null) { currentItem = newItem; // If nothing is held, pick up the new item } else { // Optionally, you can ask the player what to do or store it in inventory displayMessage("You are already holding " + currentItem.name); // Maybe offer to replace: // if (playerConfirmsReplacement()) { // currentItem = newItem; // } } } }
If you want more specific help, please share your item-picking code, and I’ll be happy to assist you further!
March 4, 2025 at 12:21 pm #17381::Good catch, this is a bug with our current system that overrides the hand slot entirely when you pick it up. To prevent this, we can first move the hand slot to the inventory before we pick up a new one (to account for different items).
Add an if statement to the
Pickup
function ofInteractableObject
:public virtual void Pickup() { //Call the OnInteract Callback onInteract?.Invoke(); //Check if player is holding anything if (InventoryManager.Instance.SlotEquipped(InventorySlot.InventoryType.Item)) { //Bring it over to the inventory InventoryManager.Instance.HandToInventory(InventorySlot.InventoryType.Item); } //Set the player's inventory to the item InventoryManager.Instance.EquipHandSlot(item); //Update the changes in the scene InventoryManager.Instance.RenderHand(); //Disable the prompt OnMoveAway(); //Destroy this instance so as to not have multiple copies GameStateManager.Instance.PersistentDestroy(gameObject); }
has upvoted this post. March 4, 2025 at 4:04 pm #17383::Thank you for your tutorial. Currently, collecting multiple cabbages no longer overwrites our hands, but there seems to be an issue with collecting tomatoes. Sometimes, they are correctly transferred to the inventory, but other times, the tomatoes collected on our hands get overwritten again.
has upvoted this post. March 4, 2025 at 4:06 pm #17384::It sounds like you’re experiencing an issue where the tomatoes collected in your game sometimes overwrite the items in your hands. This could be due to a few different reasons in your code. To help you troubleshoot, here are some steps you can take:
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Check Inventory Logic: Ensure that the logic handling the transfer of tomatoes from the ground to the inventory is consistent with the logic for cabbages. If the code for tomatoes is slightly different, it could lead to the overwriting issue.
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Review Collection Conditions: Make sure the conditions under which the tomatoes are added to the inventory are correctly defined. There might be cases where the condition is not being met, leading to the item being overwritten.
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Debugging Statements: Add debugging statements in your code to track when tomatoes are picked up and added to the inventory. This can help you see if there are specific cases where the logic is failing.
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Check for Race Conditions: If your game has any asynchronous operations (like using timers or event listeners), race conditions might cause unexpected behavior. Ensure that the code that manages inventory is thread-safe.
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Review the Overwrite Logic: If there’s specific code that controls when items overwrite the current items in hand, review that logic to confirm it’s not being triggered incorrectly.
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Test Cases: Create specific test cases to simulate the collection of tomatoes under different scenarios (e.g., inventory full, partial inventory, etc.) to see if you can replicate the issue consistently.
If you can provide a snippet of the relevant code, I can offer more targeted suggestions!
March 5, 2025 at 2:59 pm #17391::Can you record youself checking the inventory state with each harvest? Or with the inspector showing the state of the inventory
March 6, 2025 at 8:05 pm #17401::“I still don’t quite understand why this bug happens. The second video seems to show that I need a certain condition to collect one of the tomatoes from the tomato crop, and that is the tomato that can be sent to the inventory.
Situation 1: When I collect the crop 30 seconds ago, as we intended, it disappears after being harvested, but it ends up overwriting the hand slot.
Situation 2: 30 seconds later, when I collect the tomato, the first tomato I collect from the tomato crop doesn’t disappear, but it can successfully be sent to the inventory. After collecting again, it triggers situation 1 again.”
These two situations usually happen simultaneously, so I’m also not sure how to fix it.
March 6, 2025 at 8:05 pm #17402::It sounds like you’re dealing with a bug related to the harvesting and inventory system in your game. Based on your description of the two situations, it seems like there might be an issue with how the game handles item collection and the state of the items in the inventory.
Here are a few steps you can take to debug and possibly resolve the issue:
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Check Item State Management: Ensure that when an item is collected, its state is being updated correctly. In Situation 1, it sounds like the item is being marked as collected but still appears in the hand slot. Make sure that the item is properly removed from the game world and that its state is updated in the inventory system.
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Review Collection Logic: Look at the logic that handles the collection of items. Ensure that there’s a clear distinction between when an item should be added to the inventory and when it should disappear from the game world. There might be a conditional statement that’s not firing correctly.
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Debug Logging: Add debug logs to track the state of the item before and after collection. This will help you understand what happens to the item during the collection process. For example, log the item’s state when you try to collect it and when it’s added to the inventory.
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Investigate Timing Issues: Since you mentioned a timing aspect (collecting the item 30 seconds later), consider whether there might be timing-related bugs, such as race conditions or delays in state updates. Ensure that any timers or delays are functioning as expected.
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Check for Overlapping Events: Make sure there are no overlapping events that might be interfering with the collection process. For example, if the player collects the item while another event is taking place, it might lead to unexpected behavior.
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Test with Different Conditions: Try to replicate the issue under various conditions. For instance, test the collection process with different crops or items to see if the issue persists. This can help narrow down whether it’s a specific problem with the tomato crop or a more general issue.
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Review Game Logic: Double-check the game logic responsible for managing crops and inventory. Look for any flaws or inconsistencies that might lead to the behaviors you’re observing.
If you can provide more details about the code related to item collection and inventory management, I could help you troubleshoot further.
March 6, 2025 at 8:22 pm #17403 -
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