Null reference error in Text Adventure Game (New to C#)

I just recently started following the Text Adventure tutorial on the unity page, however, as I start working on the examine item tutorial my code started giving a null reference error.
I’ve been re working to try and find what went wrong.
As far as I can tell it is assigned a reference to an object.
I put the trouble code in bold.

I am new to C#, I would greatly appreciate the help. =)

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class GameController : MonoBehaviour {
    public Text displayText;
    public InputAction[] inputActions;

    [HideInInspector] public RoomNavigation roomNavigation;
    [HideInInspector] public List<string> InteractiveDescriptionsInRooms = new List<string>();
  [B]  __[HideInInspector] public InteractableItems interactableItems;__[/B]

    List<string> actionLog = new List<string>();


    void Awake()
    {
        roomNavigation = GetComponent<RoomNavigation>();
       [B]__ interactableItems = GetComponent<InteractableItems>();__[/B]

    }
   void Start()
    {
        DisplayRoomText();
        DisplayLoggedText();

    }
    public void DisplayLoggedText()
    {

        string logAsText = string.Join("\n", actionLog.ToArray());
        displayText.text = logAsText;
    }
    public void DisplayRoomText()
    {
        clearCollectionsForNewRoom();
        unpackRoom();
        string joinedInteractiveDescriptions = string.Join("\n", InteractiveDescriptionsInRooms.ToArray());
        string combinedText = roomNavigation.currentRoom.description + "\n" + joinedInteractiveDescriptions;

        logStringWithReturn(combinedText);
    }
    void unpackRoom()
    {
        roomNavigation.UnpackExitsInRoom();
        prepareObjectsToTakeOrExamine(roomNavigation.currentRoom);
    }
    void prepareObjectsToTakeOrExamine(Rooms currentRoom)
    {
        for (int i = 0; i < currentRoom.interactableObjectsInRoom.Length; i++)
        {
         __[B]   string descriptionNotInInventory = interactableItems.GetObjectsNotInInventory(currentRoom, i);[/B]__
            if (descriptionNotInInventory != null)
            {
                InteractiveDescriptionsInRooms.Add(descriptionNotInInventory);
            }
            InteractableObject interactableInRoom = currentRoom.interactableObjectsInRoom[i];
            for (int j = 0; i < interactableInRoom.interactions.Length; j++)
            {
                Interaction interaction = interactableInRoom.interactions[j];
                if (interaction.inputAction.keyWord == "examine")
                {
                    interactableItems.examineDictionary.Add(interactableInRoom.noun, interaction.textResponse);

                }
            }
        }

    }
    public string TestVerbDictionaryWithNoun(Dictionary<string, string> verbDictionary, string verb, string noun)
    {
        if (verbDictionary.ContainsKey(noun))
        {
            return verbDictionary[noun];
        }
        return "You cannot " + verb + " " + noun;
    }
    void clearCollectionsForNewRoom()
    {

       
       [B]__ interactableItems.Clear();__[/B]
        InteractiveDescriptionsInRooms.Clear();
        roomNavigation.ClearExits();
       
    }
    public void logStringWithReturn(string stringToAdd)
    {
        actionLog.Add(stringToAdd + "\n");
    }
    // Update is called once per frame
    void Update()
    {
       
    }
}

Here is the Interactable Items class

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class InteractableItems : MonoBehaviour
{

    public Dictionary<string, string> examineDictionary = new Dictionary<string, string>();
   
    [HideInInspector] public List<string> nounsInRoom = new List<string>();

    List<string> nounsInInventory = new List<string>();

    public string GetObjectsNotInInventory(Rooms currentRoom, int i)
    {
        InteractableObject interactableInRoom = currentRoom.interactableObjectsInRoom[i];

        if (!nounsInInventory.Contains(interactableInRoom.noun))
        {
            nounsInRoom.Add(interactableInRoom.noun);
            return interactableInRoom.description;
        }

        return null;
    }
    public void ClearCollections()
    {
        examineDictionary.Clear();
        nounsInRoom.Clear();
    }
}

Thank you!

One quick thing to check: right before the line where you see the error, do a Debug.Log(name); to output the name of the GameObject this is located on.

What this might tell you is the name of ANOTHER GameObject where you inadvertently dragged this script onto (it’s super easy to do, I’ve done it many times), and THAT script might be what is failing.