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Bug Hiding inventory bug

Discussion in 'Editor & General Support' started by MashO, Sep 26, 2023.

  1. MashO

    MashO

    Joined:
    Jul 23, 2023
    Posts:
    3
    Hello!

    I was making an inventory by the Brackeys tutorial and stubled into (maybe) a bug with Unity Editor.

    All works properly, no error messages but if I disable inventory by the clicking tick, it stops adding items even if I reopen it by key.



    Here is the tutorial, on 10:36 autor clicks the box with tick, but if I do the same, inventory stops working.


    Does anyone knows what the problem it may be? Maybe it still an error in code which system don't see? Or do I need to reinstall Unity?

    InventoryUI code:

    Code (CSharp):
    1.  
    2. using UnityEngine;
    3.  
    4. public class InventoryUI : MonoBehaviour
    5. {
    6.     public Transform ItemsParent;
    7.  
    8.     public GameObject inventoryUI;
    9.  
    10.     Inventory inventory;
    11.  
    12.     InventorySlot[] slots;
    13.  
    14.     // Start is called before the first frame update
    15.     void Start()
    16.     {
    17.         inventory = Inventory.instance;
    18.         inventory.OnItemChangedCallback += UpdateUI;
    19.  
    20.         slots = GetComponentsInChildren <InventorySlot>();
    21.     }
    22.  
    23.     // Update is called once per frame
    24.     void Update()
    25.     {
    26.         if (Input.GetButtonDown("Inventory"))
    27.         {
    28.             inventoryUI.SetActive(!inventoryUI.activeSelf);
    29.         }
    30.     }
    31.  
    32.     void UpdateUI()
    33.     {
    34.         //Debug.Log("UDATING UI");
    35.  
    36.         for (int i = 0; i < slots.Length; i++ )
    37.         {
    38.             if (i < inventory.items.Count)
    39.             {
    40.                 slots[i].AddItem(inventory.items[i]);
    41.             } else
    42.             {
    43.                 slots[i].ClearSlot();
    44.             }
    45.         }
    46.     }
    47. }
    48.  
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    39,571
    Sounds like you have a bug!

    Time to start debugging! Here is how you can begin your exciting new debugging adventures:

    You must find a way to get the information you need in order to reason about what the problem is.

    Once you understand what the problem is, you may begin to reason about a solution to the problem.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling
    Debug.Log()
    statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the names of the GameObjects or Components involved?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as
    Debug.Log("Problem!",this);


    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer for iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    If your problem is with OnCollision-type functions, print the name of what is passed in!

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494

    "When in doubt, print it out!(tm)" - Kurt Dekker (and many others)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.



    Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

    How to do tutorials properly, two (2) simple steps to success:

    Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That's how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

    Fortunately this is the easiest part to get right: Be a robot. Don't make any mistakes.
    BE PERFECT IN EVERYTHING YOU DO HERE!!


    If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

    Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

    Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

    Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there's an error, you will NEVER be the first guy to find it.

    Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

    Finally, when you have errors, don't post here... just go fix your errors! Here's how:



    Remember: NOBODY here memorizes error codes. That's not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

    The complete error message contains everything you need to know to fix the error yourself.

    The important parts of the error message are:

    - the description of the error itself (google this; you are NEVER the first one!)
    - the file it occurred in (critical!)
    - the line number and character position (the two numbers in parentheses)
    - also possibly useful is the stack trace (all the lines of text in the lower console window)

    Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

    Look in the documentation. Every API you attempt to use is probably documented somewhere. Are you using it correctly? Are you spelling it correctly? Are you structuring the syntax correctly? Look for examples!

    All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don't have to stop your progress and fiddle around with the forum.



    Apart and aside from everything above, here's some notes on Inventories in general:

    These things (inventory, shop systems, character customization, dialog tree systems, crafting, etc) are fairly tricky hairy beasts, definitely deep in advanced coding territory.

    Inventory code never lives "all by itself." All inventory code is EXTREMELY tightly bound to prefabs and/or assets used to display and present and control the inventory. Problems and solutions must consider both code and assets as well as scene / prefab setup and connectivity.

    Inventories / shop systems / character selectors all contain elements of:

    - a database of items that you may possibly possess / equip
    - a database of the items that you actually possess / equip currently
    - perhaps another database of your "storage" area at home base?
    - persistence of this information to storage between game runs
    - presentation of the inventory to the user (may have to scale and grow, overlay parts, clothing, etc)
    - interaction with items in the inventory or on the character or in the home base storage area
    - interaction with the world to get items in and out
    - dependence on asset definition (images, etc.) for presentation

    Just the design choices of such a system can have a lot of complicating confounding issues, such as:

    - can you have multiple items? Is there a limit?
    - if there is an item limit, what is it? Total count? Weight? Size? Something else?
    - are those items shown individually or do they stack?
    - are coins / gems stacked but other stuff isn't stacked?
    - do items have detailed data shown (durability, rarity, damage, etc.)?
    - can users combine items to make new items? How? Limits? Results? Messages of success/failure?
    - can users substantially modify items with other things like spells, gems, sockets, etc.?
    - does a worn-out item (shovel) become something else (like a stick) when the item wears out fully?
    - etc.

    Your best bet is probably to write down exactly what you want feature-wise. It may be useful to get very familiar with an existing game so you have an actual example of each feature in action.

    Once you have decided a baseline design, fully work through two or three different inventory tutorials on Youtube, perhaps even for the game example you have chosen above.

    Breaking down a large problem such as inventory:

    https://forum.unity.com/threads/weapon-inventory-and-how-to-script-weapons.1046236/#post-6769558

    If you want to see most of the steps involved, make a "micro inventory" in your game, something whereby the player can have (or not have) a single item, and display that item in the UI, and let the user select that item and do things with it (take, drop, use, wear, eat, sell, buy, etc.).

    Everything you learn doing that "micro inventory" of one item will apply when you have any larger more complex inventory, and it will give you a feel for what you are dealing with.

    Breaking down large problems in general:

    https://forum.unity.com/threads/opt...n-an-asteroid-belt-game.1395319/#post-8781697

    The moment you put an inventory system into place is also a fantastic time to consider your data lifetime and persistence. Create a load/save game and put the inventory data store into that load/save data area and begin loading/saving the game state every time you run / stop the game. Doing this early in the development cycle will make things much easier later on.
     
  3. MashO

    MashO

    Joined:
    Jul 23, 2023
    Posts:
    3
    About debugging: I have messages that scripts are running (even when I disable inventory).


    I don't understand what type of bug it is.
     
  4. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    39,571
    Start with what you are attempting:

    And understand all the parts that go into that process happening when it is successful.

    Then trigger what causes it to fail:

    You can do that by using Debug.Log(), by attaching a debugger, or merely by staring hard enough at your code and imagining it running and how it will work.

    Personally I find Debug.Log() to have the highest payback per effort. YMMV.
     
  5. MashO

    MashO

    Joined:
    Jul 23, 2023
    Posts:
    3
    Solved by adding
    Code (CSharp):
    1. private bool isShowing = false;
    and this in Start metod:
    Code (CSharp):
    1. inventoryUI.SetActive(isShowing);
    No more need to disable object in editor, which, as I read many times, disable scripts too.

    Void Update now looks like
    Code (CSharp):
    1. void Update()
    2.     {
    3.         if (Input.GetButtonDown("Inventory"))
    4.         {
    5.             isShowing = !isShowing;
    6.             inventoryUI.SetActive(isShowing);
    7.         }
    8.     }