Search Unity

Picking Up Items Crashes My Game!?

Discussion in 'Scripting' started by Treasureman, Apr 1, 2016.

  1. Treasureman

    Treasureman

    Joined:
    Jul 5, 2014
    Posts:
    563
    I have a game where picking u certain items is essential. But, for some reason, when I try to pick up an item in the Unity Engine, It always crashes, and when I play the game in a full build, I can pick up the items half the time, but the other half of the time, my game just crashes. My equipable objects have 2 scripts on them. One that makes the item on the ground disappear...
    Code (CSharp):
    1. using UnityEngine;
    2.  
    3. public class ItemDisappear : MonoBehaviour {
    4.  
    5.     public GameObject Item;
    6.  
    7.     void OnTriggerStay(Collider other)
    8.     {
    9.         if (Input.GetKeyDown("f") && other.gameObject.name == "First Person Controller")
    10.         {
    11.             Debug.Log(other.gameObject.name + " has triggered " + gameObject.name + " to be set inactive.");
    12.             Item.SetActive(false);
    13.         }
    14.     }
    15. }
    16.  
    And another code that makes the object in your hand appear (it's the same thing, but says true instead of false)...
    Code (CSharp):
    1. using UnityEngine;
    2.  
    3. public class ItemDisappear : MonoBehaviour {
    4.  
    5.     public GameObject Item;
    6.  
    7.     void OnTriggerStay(Collider other)
    8.     {
    9.         if (Input.GetKeyDown("f") && other.gameObject.name == "First Person Controller")
    10.         {
    11.             Debug.Log(other.gameObject.name + " has triggered " + gameObject.name + " to be set inactive.");
    12.             Item.SetActive(true);
    13.         }
    14.     }
    15. }
    16.  
    Why is this causing my game to crash? The combined codes can't be that data consuming, can they?
     
  2. caseyboundless

    caseyboundless

    Joined:
    Oct 17, 2011
    Posts:
    590
    Code (CSharp):
    1. void OnTriggerEnter(Collider other)
    2.     {
    3.         if (Input.GetKeyDown("f") && other.gameObject.name == "First Person Controller")
    4.         {
    5.             Debug.Log(other.gameObject.name + " has triggered " + gameObject.name + " to be set inactive.");
    6.             Item.SetActive(true);
    7.         }
    8.     }
     
  3. Treasureman

    Treasureman

    Joined:
    Jul 5, 2014
    Posts:
    563
    What's the difference?
     
  4. caseyboundless

    caseyboundless

    Joined:
    Oct 17, 2011
    Posts:
    590
    OnTriggerStay is more expensive on processing than OnTriggerEnter. Are you just wanting your character to walk on an obj and make it disappear?
     
  5. Treasureman

    Treasureman

    Joined:
    Jul 5, 2014
    Posts:
    563
    No, it works by having the player entering the collider and then pressing F.
     
  6. Zaladur

    Zaladur

    Joined:
    Oct 20, 2012
    Posts:
    392
    That is going to be hard to achieve - OnTriggerEnter combined with a GetKeyDown means you need the press the key at the exact frame that the item gets in range.

    OP, I assume that the secondScript is called ItemAppear, or something similar? Both classes are named the same in your example.

    Does the Item gameObject have any scripts on it? If so, I would remove them and use a primitive in their place to make sure that is not the issue.

    Also, you could use OnTriggerEnter and OnTriggerExit to just change the State of the equipment. Flip a bool flag when you enter or exit range, and run your Input checks in Update only when the flag is true. This can be a better alternative than checking inputs in OnTriggerStay.
     
  7. caseyboundless

    caseyboundless

    Joined:
    Oct 17, 2011
    Posts:
    590
    Code (CSharp):
    1. public bool isTouching;
    2. void Update()
    3. {
    4. MyInput();
    5. }
    6.  
    7. void MyInput()
    8. {
    9.   If(Input.GetKeyDown(KeyCode.F) && isTouching == true)
    10. {
    11.   item.SetActive(true);
    12. }
    13. }
    14.  
    15.     void OnTriggerEnter(Collider other)
    16.         {
    17.             if (other.gameObject.name == "First Person Controller")
    18.             {
    19.                 isTouching = true;
    20.             }
    21.         }
     
  8. Treasureman

    Treasureman

    Joined:
    Jul 5, 2014
    Posts:
    563
    What do you mean a primitive? The Item is the only thing with the scripts on it. The one in your hands doesn't have any related scripts.
     
  9. Treasureman

    Treasureman

    Joined:
    Jul 5, 2014
    Posts:
    563
    I got these errors...

    Assets/ItemDisappear.cs(15,70): error CS1525: Unexpected symbol `{'
    Assets/ItemDisappear.cs(20,14): error CS0116: A namespace can only contain types and namespace declarations
    Assets/ItemDisappear.cs(27,1): error CS8025: Parsing error

    Here's the rewritten script...
    Code (CSharp):
    1. sing UnityEngine;
    2.  
    3. public class ItemDisappear : MonoBehaviour {
    4.  
    5.     public GameObject item;
    6.  
    7.     public bool isTouching;
    8.     void Update()
    9.     {
    10.         MyInput();
    11.     }
    12.  
    13.     void MyInput()
    14.     {
    15.         If(Input.GetKeyDown(KeyCode.F) && isTouching == true){
    16.             item.SetActive(false);
    17.         }
    18.     }
    19.  
    20.     void OnTriggerEnter(Collider other)
    21.     {
    22.         if (other.gameObject.name == "First Person Controller")
    23.         {
    24.             isTouching = true;
    25.         }
    26.     }
    27. }
     
  10. caseyboundless

    caseyboundless

    Joined:
    Oct 17, 2011
    Posts:
    590
    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections;
    3.  
    4. public class ItemDisapear : MonoBehaviour {
    5.  
    6.     public GameObject item;
    7.  
    8.     public bool isTouching;
    9.  
    10.     void Update()
    11.     {
    12.         MyInput();
    13.     }
    14.  
    15.     void MyInput()
    16.     {
    17.         if(Input.GetKeyDown(KeyCode.F) && isTouching == true)
    18.         {
    19.             item.SetActive(false);
    20.         }
    21.     }
    22.  
    23.     void OnTriggerEnter(Collider other)
    24.     {
    25.         if (other.gameObject.name == "First Person Controller")
    26.         {
    27.             isTouching = true;
    28.         }
    29.     }
    30. }