Unknown Error

r@t

New member
Hey, I was trying to add new categories and my system broke. It seems to be pointing towards the display panel manager, but it looks normal.

It points to (Debug.Log(this)):
  1. Inventory Canvas (Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelManager)
  2. Item View For Hotbar(Clone) (Opsive.UltimateInventorySystem.UI.Item.ItemViewModules.EquippedSelectItemView)
  3. Item Description Panel (Opsive.UltimateInventorySystem.UI.Panels.DisplayPanel)
  4. Gameplay Panel (Opsive.UltimateInventorySystem.UI.Panels.DisplayPanel)
  5. Item Hotbar Panel (Opsive.UltimateInventorySystem.UI.Panels.DisplayPanel)
These are mostly Null and Unassigned:
  1. NullReferenceException: Object reference not set to an instance of an object
  2. UnassignedReferenceException: The variable m_CurrentSelected of EventSystem has not been assigned.

1693321946525.png

Code:
NullReferenceException: Object reference not set to an instance of an object
Opsive.UltimateInventorySystem.UI.Item.ItemViewModules.ItemViewModuleSelectable.Clear () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Item/ItemViewModules/ItemViewModuleSelectable.cs:35)
Opsive.UltimateInventorySystem.UI.Item.ItemViewModules.EquippedSelectItemView.Clear () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Item/ItemViewModules/EquippedSelectItemView.cs:86)
Opsive.UltimateInventorySystem.UI.Views.View.Clear () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Views/View.cs:130)
Opsive.UltimateInventorySystem.UI.Views.View`1[T].Clear () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Views/View.cs:230)
Opsive.UltimateInventorySystem.UI.Views.ViewDrawer`1[T].DrawView (System.Int32 viewIndex, System.Int32 elementIndex, T element) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Views/ViewDrawer.cs:297)
Opsive.UltimateInventorySystem.UI.Views.ViewDrawer`1[T].DrawEmptyView (System.Int32 viewIndex, System.Int32 elementIndex) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Views/ViewDrawer.cs:321)
Opsive.UltimateInventorySystem.UI.Views.ViewDrawerBase.Initialize (System.Boolean force) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Views/ViewDrawer.cs:91)
Opsive.UltimateInventorySystem.UI.Views.ViewDrawer`1[T].Initialize (System.Boolean force) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Views/ViewDrawer.cs:213)
Opsive.UltimateInventorySystem.UI.Item.ItemViewSlotsContainer.InitializeItemViewDrawer (System.Boolean force) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Item/ItemViewSlotsContainer.cs:73)
Opsive.UltimateInventorySystem.UI.Item.ItemViewSlotsContainer.Initialize (System.Boolean force) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Item/ItemViewSlotsContainer.cs:41)
Opsive.UltimateInventorySystem.UI.Panels.ItemViewSlotContainers.ItemViewSlotsContainerPanelBinding.OnInitializeBeforeInventoryBind () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/ItemViewSlotContainers/ItemViewSlotsContainerPanelBinding.cs:72)
Opsive.UltimateInventorySystem.UI.Panels.ItemViewSlotContainers.InventoryPanelBinding.Initialize (Opsive.UltimateInventorySystem.UI.Panels.DisplayPanel display, System.Boolean force) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/ItemViewSlotContainers/InventoryPanelBinding.cs:42)
Opsive.UltimateInventorySystem.UI.Panels.ItemViewSlotContainers.ItemViewSlotsContainerPanelBinding.Initialize (Opsive.UltimateInventorySystem.UI.Panels.DisplayPanel display, System.Boolean force) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/ItemViewSlotContainers/ItemViewSlotsContainerPanelBinding.cs:52)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanel.Setup (Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelManager manager, System.Boolean force) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanel.cs:137)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelManager.SetupDisplayPanels (System.Boolean force) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanelManager.cs:151)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelManager.SetPanelOwner (UnityEngine.GameObject panelOwner) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanelManager.cs:177)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelManager.Initialize (System.Boolean force) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanelManager.cs:119)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelManager.Awake () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanelManager.cs:78)
 
Code:
NullReferenceException: Object reference not set to an instance of an object
Opsive.UltimateInventorySystem.UI.Item.ItemViewModules.ItemViewModuleSelectable.Clear () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Item/ItemViewModules/ItemViewModuleSelectable.cs:35)
Opsive.UltimateInventorySystem.UI.Item.ItemViewModules.EquippedSelectItemView.Clear () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Item/ItemViewModules/EquippedSelectItemView.cs:86)
Opsive.UltimateInventorySystem.UI.Views.View.Clear () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Views/View.cs:130)
Opsive.UltimateInventorySystem.UI.Views.View`1[T].Clear () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Views/View.cs:230)
Opsive.UltimateInventorySystem.UI.Views.ViewDrawer`1[T].DrawView (System.Int32 viewIndex, System.Int32 elementIndex, T element) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Views/ViewDrawer.cs:297)
Opsive.UltimateInventorySystem.UI.Views.ViewDrawer`1[T].DrawEmptyView (System.Int32 viewIndex, System.Int32 elementIndex) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Views/ViewDrawer.cs:321)
Opsive.UltimateInventorySystem.UI.Views.ViewDrawerBase.Initialize (System.Boolean force) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Views/ViewDrawer.cs:91)
Opsive.UltimateInventorySystem.UI.Views.ViewDrawer`1[T].Initialize (System.Boolean force) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Views/ViewDrawer.cs:213)
Opsive.UltimateInventorySystem.UI.Item.ItemViewSlotsContainer.InitializeItemViewDrawer (System.Boolean force) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Item/ItemViewSlotsContainer.cs:73)
Opsive.UltimateInventorySystem.UI.Item.ItemViewSlotsContainer.Initialize (System.Boolean force) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Item/ItemViewSlotsContainer.cs:33)
Opsive.UltimateInventorySystem.UI.Item.ItemViewSlotsContainerBase.Awake () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Item/ItemViewSlotsContainerBase.cs:144)
 
Code:
NullReferenceException: Object reference not set to an instance of an object
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanel.SmartOpen () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanel.cs:188)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanel.Start () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanel.cs:164)


Code:
UnassignedReferenceException: The variable m_CurrentSelected of EventSystem has not been assigned.
You probably need to assign the m_CurrentSelected variable of the EventSystem script in the inspector.
UnityEngine.GameObject.GetComponent[T] () (at <e97d84204f8d4aef92b538c5bab948f1>:0)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelManager.OpenPanel (Opsive.UltimateInventorySystem.UI.Panels.DisplayPanel panel) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanelManager.cs:286)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanel.SmartOpen () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanel.cs:188)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanel.Start () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanel.cs:164)


Code:
UnassignedReferenceException: The variable m_CurrentSelected of EventSystem has not been assigned.
You probably need to assign the m_CurrentSelected variable of the EventSystem script in the inspector.
UnityEngine.GameObject.GetComponent[T] () (at <e97d84204f8d4aef92b538c5bab948f1>:0)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelManager.OpenPanel (Opsive.UltimateInventorySystem.UI.Panels.DisplayPanel panel) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanelManager.cs:286)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanel.SmartOpen () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanel.cs:188)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelSelector.SelectPanel () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanelSelector.cs:43)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelSelector.OnPointerEnter (UnityEngine.EventSystems.PointerEventData eventData) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanelSelector.cs:62)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerEnterHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at ./Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:29)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at ./Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:272)
UnityEngine.EventSystems.EventSystem:Update() (at ./Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/EventSystem.cs:530)
 
I think the issue is caused by the first error, everything else is a snowball effect.
The error happens while the DisplayPanelManager is trying to awake and that causes it to initialize incorrectly.

Have you made any changes to the source scripts?

The error says it's on line 35 of ItemViewModuleSelectable , but that doesn't match anything on my side.
I'll assume the error line matches this line:
var @select = EventSystemManager.GetEvenSystemFor(viewSlotGameObject).currentSelectedGameObject == viewSlotGameObject;
If that's the case then probably the issue is
EventSystemManager.GetEvenSystemFor(viewSlotGameObject)
Returning null.

That means you are missing an EventSystem in your scene. This is the gameobject/component Unity automatically adds when you add UI in a scene.

I will add a warning in the Intialize function of the DisplayPanelManager:
Code:
/// <summary>
/// Initialize all the UI components.
/// </summary>
/// <param name="force">Force Initialize?</param>
public virtual void Initialize(bool force)
{
    if (m_Initialized && !force) { return; }
    if (EventSystem.current == null) {
        Debug.LogWarning("No Event System was found. This might cause issues. Please add at least one EventSystem in the scene.");
    }
    
    InventorySystemManager.DisplayPanelManagerRegister.Register(this);

Let me know if adding one in the scene fixes the issue
 
I see this EventSystem that is created when you add a new Canvas as you mentioned. The error is still there. I deleted Opsive and reimported a fresh installation, but still seeing the errors.

1693488209792.png
1693488227395.png

Adding a fresh new event system seems to have dropped the errors down to 1 null. It's pointing at the top parent "Inventory Canvas" this time.

Code:
NullReferenceException: Object reference not set to an instance of an object
Opsive.UltimateInventorySystem.UI.Item.ItemViewSlotsContainerBase.Initialize (System.Boolean force) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Item/ItemViewSlotsContainerBase.cs:200)
Opsive.UltimateInventorySystem.UI.Item.ItemViewSlotsContainer.Initialize (System.Boolean force) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Item/ItemViewSlotsContainer.cs:39)
Opsive.UltimateInventorySystem.UI.Panels.ItemViewSlotContainers.ItemViewSlotsContainerPanelBinding.OnInitializeBeforeInventoryBind () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/ItemViewSlotContainers/ItemViewSlotsContainerPanelBinding.cs:72)
Opsive.UltimateInventorySystem.UI.Panels.ItemViewSlotContainers.InventoryPanelBinding.Initialize (Opsive.UltimateInventorySystem.UI.Panels.DisplayPanel display, System.Boolean force) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/ItemViewSlotContainers/InventoryPanelBinding.cs:42)
Opsive.UltimateInventorySystem.UI.Panels.ItemViewSlotContainers.ItemViewSlotsContainerPanelBinding.Initialize (Opsive.UltimateInventorySystem.UI.Panels.DisplayPanel display, System.Boolean force) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/ItemViewSlotContainers/ItemViewSlotsContainerPanelBinding.cs:52)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanel.Setup (Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelManager manager, System.Boolean force) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanel.cs:137)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelManager.SetupDisplayPanels (System.Boolean force) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanelManager.cs:150)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelManager.SetPanelOwner (UnityEngine.GameObject panelOwner) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanelManager.cs:176)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelManager.Initialize (System.Boolean force) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanelManager.cs:118)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelManager.Awake () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanelManager.cs:78)
 
Is there a specific thing that needs to be hooked up? It seems like its setup correctly?
1693489137251.png
 
The error you are getting now seems to be unrelated the the first issue.
So that means we're making progress.

The error at
Assets/Opsive/UltimateInventorySystem/Scripts/UI/Item/ItemViewSlotsContainerBase.cs:200
Points to an ItemViewSlot being null. That normally shouldn't be possible as we are using GetComponentsInChildren which should return the ItemViewSlot.

Add this error log in the ItemViewSlotsContainerBase Initialize function:
Code:
/// <summary>
/// Set up the item hot bar slots
/// </summary>
public virtual void Initialize(bool force)
{
    if (m_IsInitialized && !force) { return; }
    if (Application.isPlaying == false) {
        //Don't initialize in editor.
        return;
    }
    
    if (m_SlotCursor == null && Application.isPlaying) {
        m_SlotCursor = InventorySystemManager.GetItemViewSlotCursorManager(m_SlotCursorID);
        if (m_SlotCursor == null) {
            Debug.LogWarning("The Item View Slot Cursor Manager is missing, please add one on your canvas.");
        }
    }
    m_ItemViewSlotEventData = new ItemViewSlotEventData();
    m_ItemViewSlotPointerDownEventData = new ItemViewSlotPointerEventData();
    m_ItemViewSlotDropEventData = new ItemViewSlotPointerEventData();
    m_ItemViewSlotDragEventData = new ItemViewSlotPointerEventData();
    for (int i = 0; i < m_ItemViewSlots.Length; i++) {
        var itemViewSlot = m_ItemViewSlots[i];
        if (itemViewSlot == null) {
            Debug.LogError($"The ItemViewSlot at index {i} was not found. Please review your ItemViewSlotContainer "+this, this);
            continue;
        }
        var localIndex = i;

This should at least point you at the object that is the root of your problems.
My guess is that you have an ItemSlotCollectionView that isn't setup properly. Perhaps you have a missing ItemView prefab somewhere.
Once you've identified where the issue comes from let me know and I'll add some kind of error message or warning so that it'll be easier to fix next time around
 
Ok, looks like it's pointing towards the slots.

1693490662467.png

All looks the same except for index 10 (listed below)

Code:
The ItemViewSlot at index 3 was not found. Please review your ItemViewSlotContainer Equipment Item View Slot Container (Opsive.UltimateInventorySystem.UI.Panels.Hotbar.ItemSlotCollectionView)
UnityEngine.Debug:LogError (object,UnityEngine.Object)
Opsive.UltimateInventorySystem.UI.Item.ItemViewSlotsContainerBase:Initialize (bool) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Item/ItemViewSlotsContainerBase.cs:200)
Opsive.UltimateInventorySystem.UI.Item.ItemViewSlotsContainer:Initialize (bool) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Item/ItemViewSlotsContainer.cs:39)
Opsive.UltimateInventorySystem.UI.Panels.ItemViewSlotContainers.ItemViewSlotsContainerPanelBinding:OnInitializeBeforeInventoryBind () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/ItemViewSlotContainers/ItemViewSlotsContainerPanelBinding.cs:72)
Opsive.UltimateInventorySystem.UI.Panels.ItemViewSlotContainers.InventoryPanelBinding:Initialize (Opsive.UltimateInventorySystem.UI.Panels.DisplayPanel,bool) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/ItemViewSlotContainers/InventoryPanelBinding.cs:42)
Opsive.UltimateInventorySystem.UI.Panels.ItemViewSlotContainers.ItemViewSlotsContainerPanelBinding:Initialize (Opsive.UltimateInventorySystem.UI.Panels.DisplayPanel,bool) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/ItemViewSlotContainers/ItemViewSlotsContainerPanelBinding.cs:52)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanel:Setup (Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelManager,bool) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanel.cs:137)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelManager:SetupDisplayPanels (bool) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanelManager.cs:150)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelManager:SetPanelOwner (UnityEngine.GameObject) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanelManager.cs:176)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelManager:Initialize (bool) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanelManager.cs:118)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelManager:Awake () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanelManager.cs:78)

HotBar code (last line):

Code:
The ItemViewSlot at index 10 was not found. Please review your ItemViewSlotContainer Equipment Item View Slot Container (Opsive.UltimateInventorySystem.UI.Panels.Hotbar.ItemSlotCollectionView)
UnityEngine.Debug:LogError (object,UnityEngine.Object)
Opsive.UltimateInventorySystem.UI.Item.ItemViewSlotsContainerBase:Initialize (bool) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Item/ItemViewSlotsContainerBase.cs:200)
Opsive.UltimateInventorySystem.UI.Item.ItemViewSlotsContainer:Initialize (bool) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Item/ItemViewSlotsContainer.cs:39)
Opsive.UltimateInventorySystem.UI.Panels.ItemViewSlotContainers.ItemViewSlotsContainerPanelBinding:OnInitializeBeforeInventoryBind () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/ItemViewSlotContainers/ItemViewSlotsContainerPanelBinding.cs:72)
Opsive.UltimateInventorySystem.UI.Panels.ItemViewSlotContainers.InventoryPanelBinding:Initialize (Opsive.UltimateInventorySystem.UI.Panels.DisplayPanel,bool) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/ItemViewSlotContainers/InventoryPanelBinding.cs:42)
Opsive.UltimateInventorySystem.UI.Panels.ItemViewSlotContainers.ItemViewSlotsContainerPanelBinding:Initialize (Opsive.UltimateInventorySystem.UI.Panels.DisplayPanel,bool) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/ItemViewSlotContainers/ItemViewSlotsContainerPanelBinding.cs:52)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanel:Setup (Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelManager,bool) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanel.cs:137)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelManager:SetupDisplayPanels (bool) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanelManager.cs:150)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelManager:SetPanelOwner (UnityEngine.GameObject) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanelManager.cs:176)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelManager:Initialize (bool) (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanelManager.cs:118)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelManager:Awake () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanelManager.cs:78)
 
Ok, looks like the error is fixed now. Just needed to assign the slots. and now I don't see any errors.

1693491331999.png
 
But now I'm seeing a small error with the smart Open/Close.

1693491397230.png

For some reason, I'm having to use Smart Open + gameObject.SetActive(true) to turn on the inventory. It appears to be working, but smart open isn't opening it in one click. Smart open is working for the other panels (same setup? so it's unclear why they all don't open at once)
1693491442474.png

Smart open doesn't appear to work. Smart close does work if manually enabled (bool next to name), so something is off with the "Smart open".

1693491541721.png
 
Top