Pressing E three times in order for it to work.

I have this script to pick up and hold items and it works fine but I have to press E three times to drop an object. I have tried to use debug.logs and it showed me that everything else is working (the hierarcy, colliders, etc.) except for the positioning.

This is my script:

using UnityEngine;
using System.Collections;

#pragma warning disable 0414

namespace CarryingItems {

public class PickUp : MonoBehaviour {

// publics
	// The parent.
		private GameObject UtilityProps;

	// Where to place the item.
		private GameObject Hand;

	// The object I'm carrying.
		public static GameObject CarriedObject;
		
		public LayerMask RayMask;

// privates
	public bool NearObject;
	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 (ItemPickedUp == true) {
				ItemDrop();
		}
        else 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;
				
			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.

EDIT: I tried @UnityCoach’s idea but the script went straight to the drop action.

While I can’t tell why this is happening by simply reading your code, there’s a simple optimisation I can suggest, which may help you make it simpler, and possibly simpler to fix.

I see you’re using ItemPickedUp bool value to test if you have picked an object, while you also have a reference to the CarriedObject.

Why don’t you just test for (CarriedObject != null) instead of ItemPickedUp == true ?