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Question by RVDL_IT · Aug 10, 2017 at 01:13 AM · c#bugif-statementspickupdrop

Pick up script goes straight to drop action

I have this script to pick up and hold items but when I try to pick up an item it goes straight to the drop action.

 using UnityEngine;
 using System.Collections;
 
 #pragma warning disable 0414
 
 namespace CarryingItems {
 
     public class PickUp : MonoBehaviour {
  
     // publics
     
         public bool NearObject;
  
         // Where to place the item.
             private GameObject Hand;
  
         // The object I'm carrying.
             public static GameObject CarriedObject;
             
             public LayerMask RayMask;
  
     // privates
         // The parent.
             private GameObject UtilityProps;
             
         private Rigidbody CORB;
             
         private bool ItemPickedUp; 
         
         private float OffsetDropPosition = 2;
         private RaycastHit FilterHit;
  
     void Awake() {
         UtilityProps = GameObject.Find("UtilityProps");
         Hand = GameObject.Find("ItemHand");
     }
         
     void Update() {
  
         NearObject = PickUpSphereCasts.NearObject;
         
         if (Input.GetKeyDown(KeyCode.E)){
             if (CarriedObject != null) {
                     ItemDrop();
             }
             else if(CarriedObject == null)  {
                 if (Physics.Raycast(Camera.main.transform.position, Camera.main.transform.forward, out FilterHit, RayMask.value)){
                 ItemPickUp(FilterHit.collider.gameObject);
                 }
             }
         }
     }
  
      void ItemPickUp(GameObject objectToPickup) {
         // unless you've set your LayerMask to only hit the objects that can be picked up (you should do this as well, for optimization purposes), you must check if you can pick up this object
             if (objectToPickup.layer != 8) { // if you can't pick it up, do nothing then leave this function
                 return;
             }
             
         if(NearObject == true){
             // from now on we know we are holding an item
                 ItemPickedUp = true; 
  
             // make the scene modifications 
                 CarriedObject = objectToPickup;
                     
                 CORB = CarriedObject.GetComponent<Rigidbody>();
                     
                 CarriedObject.transform.SetParent(Hand.transform, false);
                     
                 CarriedObject.GetComponent<Rigidbody>().useGravity = false;
                 CarriedObject.GetComponent<Rigidbody>().isKinematic = true;
                     
                 CarriedObject.transform.position = Hand.transform.position;
                 CarriedObject.transform.rotation = Hand.transform.rotation;
                     
                 CarriedObject.gameObject.GetComponent<Collider>().enabled = false;
         }
     }
  
      void ItemDrop() {
         // from now on, we do not have an object picked up
             ItemPickedUp = false;
  
         // make the scene modifications     
             CarriedObject.transform.SetParent(UtilityProps.transform, false);
                 
             CarriedObject.transform.position = Camera.main.transform.position + Camera.main.transform.forward * OffsetDropPosition;
             CarriedObject.transform.rotation = Hand.transform.rotation;
                 
             CarriedObject.GetComponent<Rigidbody>().useGravity = true;
             CarriedObject.GetComponent<Rigidbody>().isKinematic = false;
                 
             CarriedObject.gameObject.GetComponent<Collider>().enabled = true;
  
         // clear the reference             
             CarriedObject = null;
         }
     }
 }

Any help is appreciated.

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