OK so testing my game saving system after a few fixes, and I discover a new bug. If my player dies, drops his stuff, leaves the game scene and returns later to collect his stuff off the ground (which he dropped before his death), the stuff that is on the ground is twice the amount that he originally dropped before saving and quitting the game.
This is very similar to a bug that we fixed about 6 months ago, when I was still learning the course, and back then it turned out that “onDie.Invoke()” was called twice, resulting in an infinite loot bug back then. This time, it’s not the case.
The first time I leave my stuff, quit and return, I get twice the stuff on the ground, and everytime I load my game back up it’s just THAT twice the stuff that was initially loaded by the return to my current game save, and that’s it
Where can I start debugging this from?