• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
Question by CodeConnorP · Nov 06, 2021 at 06:41 AM · loopinventorypickuppick up object

I wanna make a simple inventory system that can hold three objects But I can't get it to work.

I have two scripts One Script that is placed on items to be picked up and one for scrolling through a inventory size of 3. I have a gameobject called inventoryholder and it has three inventoryslots each with a place for each game object to go to. The problem is that only one of the inventory slots work. I removed some of the code that caused errors so my code looks Incomplete

Script One: using System.Collections; using System.Collections.Generic;

using UnityEngine;

public class PickUpItems : MonoBehaviour { public Rigidbody rb; public BoxCollider coll; public Transform player, ObjectContainer, ObjectContainer2, ObjectContainer3, fpsCam; private bool inventoryOne; private bool inventoryThree; private bool inventoryTwo;

 public float pickupRange;
 public float DropForwardForce, upwardForce;

 public bool equipped;
 public static bool slotFull;
 public GameObject ScriptInv;

 private void Start()
 {
     
     if (!equipped)
     {
         rb.isKinematic = false;
         coll.isTrigger = false;
         slotFull = false;
     }
     if (equipped)
     {
         rb.isKinematic = true;
         coll.isTrigger = true;
         slotFull = true;
     }
 }
 private void Update()
 {
    

     Vector3 distanceToPlayer = player.position - transform.position;
     if (!equipped && distanceToPlayer.magnitude <= pickupRange && Input.GetKeyDown(KeyCode.E) && !slotFull)
     {
         
             Pickup();
         }
       
         if (equipped && Input.GetKeyDown(KeyCode.G))
         {
             Debug.Log("Dropped");
             Drop();
         }
   
 }
 private void Pickup()
 {
     equipped = true;
     slotFull = true;

     rb.isKinematic = true;
     coll.isTrigger = true;

     transform.SetParent(ObjectContainer);
     transform.localPosition = Vector3.zero;
     transform.localRotation = Quaternion.Euler(Vector3.zero);
     

 }
   
 private void Drop()
 {
     equipped = false;
     slotFull = false;

     rb.isKinematic = false;
     coll.isTrigger = false;

     transform.SetParent(null);

     rb.velocity = player.GetComponent<Rigidbody>().velocity;

     rb.AddForce(fpsCam.forward * DropForwardForce, ForceMode.Impulse);
     rb.AddForce(fpsCam.up * upwardForce, ForceMode.Impulse);
 }

} End OF One Script Two:

using UnityEngine;

public class InventoryHolder : MonoBehaviour {

 public int selectedInventory = 0;
 // Start is called before the first frame update
 void Start()
 {
     selectInventorySlot();
 }

 // Update is called once per frame
 void Update()
 {

     int previousInv = selectedInventory;
     if (Input.GetAxis("Mouse ScrollWheel") > 0f)
     {
         if (selectedInventory >= 2)
             selectedInventory = 0;
         else
         selectedInventory++;
     }
     if (Input.GetAxis("Mouse ScrollWheel") < 0f)
     {
         if (selectedInventory <= 0)
             selectedInventory = 2;
         else
             selectedInventory--;
     }

     if (previousInv != selectedInventory)
     {
         selectInventorySlot();
     }
 }
 void selectInventorySlot()
 {
     int i = 0;
     foreach (Transform Inv in transform)
     {
         if (i == selectedInventory)
             Inv.gameObject.SetActive(true);
         else
             Inv.gameObject.SetActive(false);
         i++;
     }
 }

} End Of Two If anyone can help me figure out how to make the items show up in the other inventory slots as right now it only works in one and you can only hold one item at a time despite having the ability to change inventory slots to two extra empty hands.

Comment

People who like this

0 Show 0
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

132 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Do not pick item when item full 2 Answers

How to make a note pickup system in Unity2D? 1 Answer

Key interaction not working 1 Answer

loop GUI Buttons doesn`t respond 0 Answers

How to skip certain objects in List, in a for loop? GUI related. 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges