> For the complete documentation index, see [llms.txt](https://malbersanimations.gitbook.io/animal-controller/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://malbersanimations.gitbook.io/animal-controller/how-to-super-item/troubleshooting-super-items.md).

# Troubleshooting Super Items

Last updated AC v1.5.3

## Overview

Most Super Item problems come from a small set of causes. Check the table that matches your symptom, then use the debug tools at the bottom.

## Nothing happens

| Symptom                                                 | Likely cause                                                                                                                            | Fix                                                                                  |
| ------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------ |
| Button does nothing, no log                             | No **Inputs** row for the action's ID. Item not equipped. Set inactive. Manager disabled or Locked. A higher-priority action is playing | Turn on the action's **debug** and the Manager's **Debug** tab, then check each gate |
| `X cannot be activated yet. Time remaining`             | The action's **Rate (CoolDown)**                                                                                                        | Lower Rate. Use **Update Rate** for auto fire                                        |
| `-> [X] yields to [Item] -> [Action] Priority: [a > b]` | **Cross Item Priority**                                                                                                                 | Expected. Adjust priorities or turn the Manager toggle off                           |
| Throw or fire while aiming does nothing, with no log    | The Aim is the item's playing action and the new action has **lower priority**                                                          | Give it priority ≥ the Aim's and make its Play Mode **Forced**                       |
| `[Fast Weapons] ... SKIPPED: <reason>`                  | A veto (hands blocked, item mid-action, draw in flight)                                                                                 | Read the reason                                                                      |

## Equipping and offsets

| Symptom                                           | Cause                                                | Fix                                                           |
| ------------------------------------------------- | ---------------------------------------------------- | ------------------------------------------------------------- |
| `Holster [X] NOT Found! <<Dropping Item>>`        | The item's Holster ID isn't on the Manager           | Add that holster or change the item's Holster                 |
| Weapon in the wrong place on another character    | Offsets are per character asset                      | Author the entry in that character's Item Offsets             |
| Wrong arm pose                                    | The Animator doesn't handle that Item Type           | Use **Item Type Override** on the offset entry, or add states |
| Items vanish when entering a State or Mode        | **No Items In State/Mode/Stance**                    | Expected. Use Fast Equip Back for an instant return           |
| Weapon stores itself after idling                 | **Auto Holster Time** (3 s)                          | Set it to `0`                                                 |
| `The IK Set Profile [X] is used un-copied by ...` | **Runtime IK** off on an item used by two characters | Turn Runtime IK back on                                       |

## Combat

| Symptom                                                         | Cause                                                                                                                                   | Fix                                                       |
| --------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------- |
| `The Mode Processor cannot find the Mode X in the Animal Modes` | The character lacks the Mode                                                                                                            | Add the Mode on the Animal                                |
| Melee deals no damage                                           | No Trigger on the action, no AttackTriggerBehaviour on the state, Profile or Trigger ID mismatch, hit layer, target without MDamageable | Fix the wiring (AI hit layers: Default + Item + Animal)   |
| Damage ignores the weapon's Attack                              | **Source Stats** empty, so it reads the wielder                                                                                         | Point Source Stats at the item's Stats                    |
| `The Projectile Processor requires a Pouch Manager ...`         | No Pouch or no ammo row                                                                                                                 | Add a Pouch and ammo row, or use **Prefab** mode          |
| Bow won't fire with arrows in the pouch                         | A cloned **Has Ammo** condition checks another Projectile ID                                                                            | Retarget the condition                                    |
| Charge resets before the release animation                      | **Reset On** = Action Released                                                                                                          | Use Action End                                            |
| Parry and Attack both fire                                      | Different Action IDs on one button                                                                                                      | Use the same ID with different priority, or Block Actions |
| Attacks stay blocked after releasing Block                      | Unblock on a release flag                                                                                                               | Move it to **On Action End**                              |

## One button, several inputs

In the demo input asset, **Action1**, **Light Attack** and **Heavy Attack** are all the left mouse button with the interactions **Press**, **Up** and **LongPress**. One click produces separate events at different moments. A processor on **On Action Released** of a Press-driven action runs on the same button-up that starts an Up-driven action. Put teardown (unblock, restore a profile) on **On Action End**.

## Aim and camera

| Symptom                                      | Cause                                         | Fix                                                                 |
| -------------------------------------------- | --------------------------------------------- | ------------------------------------------------------------------- |
| An enemy switches the player's camera to aim | An AI-held item raises the player's MEvents   | Filter the listener by owner, or strip MEvent calls from AI prefabs |
| An AI archer aims but never shoots           | The Shoot task waits for the endless Aim task | Set **WaitForPreviousTask = false**                                 |

## Debug tools

* **Item inspector ▸ Refresh** lists every processor's validation as `[Set - Action - Processor] <<message>>`. Fix all before playing.
* **Action debug** prints `[Item] Action Start: Name`, `Action Exit`, failed conditions and priority yields.
* **Manager ▸ Debug tab**: Debug Log prints Equip, Holster, Drop and Auto Store decisions. In Play Mode it also shows live equip points, holsters and items.
* **Item debug** prints equip events and Set auto-activations.

{% hint style="info" %}
UnityEvent persistent calls (the General ▸ Unity Event processor, reactions) are **Runtime Only**. They never fire at edit time, so edit-mode tests look broken. Test in Play Mode.
{% endhint %}

### Play-test order

Pick, then equip (animation, hand offset, arm pose), then each action (press, hold, release), then holster input, then drop, then re-pick.

Previous: [Migrate from the Weapon Manager](/animal-controller/how-to-super-item/migrate-from-the-weapon-manager.md)
