Collectible Script not working as it should be.

Hello to all, I’m having a problem with my collectible gameobject. The issue I have with it is when I run it for the first time it works as it should be for a collectible, but when I ‘died’ or restart the game, the collectibles will be gone (setActive to false). dealing with this bug for a couple of days. I’m hoping a fresh perspective will see the error I could’nt.

Here’s my script for the collectible:

using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;

public class ComponentScript : MonoBehaviour
{
    public GameObject myObject;
    public string interactText = "Press E to interact";
    private Transform playerTransform; // Reference to the player's transform
    private bool inRange = false;
    private bool collected;
    [SerializeField] private string id;

    private PlayerInv playerInventory; // Reference to the PlayerInv script

    [ContextMenu("Generate guid for id")]
    private void GenerateGuid()
    {
        id = System.Guid.NewGuid().ToString();
    }

    private void Start()
    {
        playerTransform = GameObject.FindGameObjectWithTag("Player").transform; // Find the player's transform
        LoadState();
        playerInventory = GetComponent<PlayerInv>(); // Assuming PlayerInv is attached to the same GameObject
    }

    private void OnTriggerEnter(Collider other)
    {
        PlayerInv otherPlayerInventory = other.GetComponent<PlayerInv>();
        if (otherPlayerInventory != null && !collected)
        {
            collected = true;
            gameObject.SetActive(false);
            otherPlayerInventory.ComponentsCollected();
            SaveState();
        }

        if (other.CompareTag("Player"))
        {
            inRange = true;
        }
    }

    private void OnTriggerExit(Collider other)
    {
        if (other.CompareTag("Player"))
        {
            inRange = false;
        }
    }

    void Update()
    {
        if (inRange && Input.GetKeyDown(KeyCode.E))
        {
            gameObject.SetActive(false);
        }
    }

    private void SaveState()
    {
        PlayerPrefs.SetInt(id, 10);
        PlayerPrefs.Save();
    }

    private void LoadState()
    {
        if (PlayerPrefs.HasKey(id))
        {
            collected = true;

            // Check if the component should be enabled or disabled based on its collected state
            gameObject.SetActive(false);
        }
    }

    private void OnDisable()
    {
        SceneManager.sceneUnloaded += OnSceneUnloaded;
    }

    private void OnSceneUnloaded(Scene scene)
    {
        // Save the state when a scene is unloaded
        SaveState();
    }

    private void OnEnable()
    {
        SceneManager.sceneUnloaded -= OnSceneUnloaded;
    }

    private void OnApplicationQuit()
    {
        // Reset the state when the application is quitting
        ResetState();
    }

    public void ResetState()
    {
        collected = false;

        // Enable the component when resetting the state
        gameObject.SetActive(true);

        PlayerPrefs.DeleteKey(id);
    }
}

Sounds like you wrote a bug! And that can only mean…

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://discussions.unity.com/t/700551 or this answer for Android: https://discussions.unity.com/t/699654

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://discussions.unity.com/t/839300/3

“When in doubt, print it out!™” - Kurt Dekker (and many others)

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

Once you actually figure out WHAT is happening, if you are still struggling to fix it, try this:

How to report your problem productively in the Unity3D forums:

http://plbm.com/?p=220

This is the bare minimum of information to report:

  • what you want
  • what you tried
  • what you expected to happen
  • what actually happened, log output, variable values, and especially any errors you see
  • links to documentation you used to cross-check your work (CRITICAL!!!)

The purpose of YOU providing links is to make our job easier, while simultaneously showing us that you actually put effort into the process. If you haven’t put effort into finding the documentation, why should we bother putting effort into replying?