Sometimes, I seem to get ArgumentException: GUILayout: Mismatched LayoutGroup.Repain on actionlist editor. It seems to be absolutely random, but the worst part is that when I get this error entire actionList ends up deleted. Which sometimes can be a severe data loss. The last time I got it, was At ActionSpeech.cs 313 on EditorGUILayout.BeginHorizontal (); This might be an extremely tricky bug, but avoiding at least data loss would be nice.
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ArgumentException: GUILayout: Mismatched LayoutGroup.Repaint
UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type layoutType) (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUILayoutUtility.cs:301)
UnityEditor.EditorGUILayout.BeginHorizontal (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Editor/Mono/EditorGUI.cs:7259)
UnityEditor.EditorGUILayout.BeginHorizontal (UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Editor/Mono/EditorGUI.cs:7239)
AC.ActionSpeech.ShowGUI (System.Collections.Generic.List`1 parameters) (at Assets/AdventureCreator/Scripts/Actions/ActionSpeech.cs:313)
AC.ActionListEditorWindow.NodeWindow (Int32 i) (at Assets/AdventureCreator/Scripts/ActionList/Editor/ActionListEditorWindow.cs:656)
UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUILayout.cs:497)
UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, Int32 instanceID, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUI.cs:1817)
UnityEditor.EditorWindow:EndWindows()
AC.ActionListEditorWindow:NodesGUI(Boolean) (at Assets/AdventureCreator/Scripts/ActionList/Editor/ActionListEditorWindow.cs:1045)
AC.ActionListEditorWindow:OnGUI() (at Assets/AdventureCreator/Scripts/ActionList/Editor/ActionListEditorWindow.cs:339)
UnityEditor.DockArea:OnGUI()
ArgumentException: Getting control 7's position in a group with only 7 controls when doing Repaint
Aborting
UnityEngine.GUILayoutGroup.GetNext () (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/LayoutGroup.cs:115)
UnityEngine.GUILayoutUtility.DoGetRect (Single minWidth, Single maxWidth, Single minHeight, Single maxHeight, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUILayoutUtility.cs:454)
UnityEngine.GUILayoutUtility.GetRect (Single minWidth, Single maxWidth, Single minHeight, Single maxHeight, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUILayoutUtility.cs:443)
UnityEditor.EditorGUILayout.GetToggleRect (Boolean hasLabel, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Editor/Mono/EditorGUI.cs:7620)
UnityEditor.EditorGUILayout.Toggle (UnityEngine.GUIContent label, Boolean value, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Editor/Mono/EditorGUI.cs:5720)
UnityEditor.EditorGUILayout.Toggle (System.String label, Boolean value, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Editor/Mono/EditorGUI.cs:5714)
AC.ActionTeleport.ShowGUI (System.Collections.Generic.List`1 parameters) (at Assets/AdventureCreator/Scripts/Actions/ActionTeleport.cs:273)
AC.ActionListEditorWindow.NodeWindow (Int32 i) (at Assets/AdventureCreator/Scripts/ActionList/Editor/ActionListEditorWindow.cs:656)
UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUILayout.cs:497)
UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, Int32 instanceID, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUI.cs:1817)
UnityEditor.EditorWindow:EndWindows()
AC.ActionListEditorWindow:NodesGUI(Boolean) (at Assets/AdventureCreator/Scripts/ActionList/Editor/ActionListEditorWindow.cs:1045)
AC.ActionListEditorWindow:OnGUI() (at Assets/AdventureCreator/Scripts/ActionList/Editor/ActionListEditorWindow.cs:339)
UnityEditor.DockArea:OnGUI()
ArgumentException: Getting control 7's position in a group with only 7 controls when doing Repaint
Aborting
UnityEngine.GUILayoutGroup.GetNext () (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/LayoutGroup.cs:115)
UnityEngine.GUILayoutUtility.DoGetRect (Single minWidth, Single maxWidth, Single minHeight, Single maxHeight, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUILayoutUtility.cs:454)
UnityEngine.GUILayoutUtility.GetRect (Single width, Single height) (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUILayoutUtility.cs:422)
UnityEditor.EditorGUILayout.Space () (at C:/buildslave/unity/build/Editor/Mono/EditorGUI.cs:7154)
AC.Action.AfterRunningOption () (at Assets/AdventureCreator/Scripts/ActionList/Action.cs:170)
AC.ActionFade.ShowGUI (System.Collections.Generic.List`1 parameters) (at Assets/AdventureCreator/Scripts/Actions/ActionFade.cs:153)
AC.ActionListEditorWindow.NodeWindow (Int32 i) (at Assets/AdventureCreator/Scripts/ActionList/Editor/ActionListEditorWindow.cs:656)
UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUILayout.cs:497)
UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, Int32 instanceID, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUI.cs:1817)
UnityEditor.EditorWindow:EndWindows()
AC.ActionListEditorWindow:NodesGUI(Boolean) (at Assets/AdventureCreator/Scripts/ActionList/Editor/ActionListEditorWindow.cs:1045)
AC.ActionListEditorWindow:OnGUI() (at Assets/AdventureCreator/Scripts/ActionList/Editor/ActionListEditorWindow.cs:339)
UnityEditor.DockArea:OnGUI()
ArgumentException: GUILayout: Mismatched LayoutGroup.Repaint
UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type layoutType) (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUILayoutUtility.cs:301)
UnityEditor.EditorGUILayout.BeginHorizontal (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Editor/Mono/EditorGUI.cs:7259)
UnityEditor.EditorGUILayout.BeginHorizontal (UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Editor/Mono/EditorGUI.cs:7239)
AC.Action.SkipActionGUI (System.Collections.Generic.List`1 actions, Boolean showGUI) (at Assets/AdventureCreator/Scripts/ActionList/Action.cs:236)
AC.ActionListEditorWindow.NodeWindow (Int32 i) (at Assets/AdventureCreator/Scripts/ActionList/Editor/ActionListEditorWindow.cs:667)
UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUILayout.cs:497)
UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, Int32 instanceID, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUI.cs:1817)
UnityEditor.EditorWindow:EndWindows()
AC.ActionListEditorWindow:NodesGUI(Boolean) (at Assets/AdventureCreator/Scripts/ActionList/Editor/ActionListEditorWindow.cs:1045)
AC.ActionListEditorWindow:OnGUI() (at Assets/AdventureCreator/Scripts/ActionList/Editor/ActionListEditorWindow.cs:339)
UnityEditor.DockArea:OnGUI()
2. I was copying actions, I had multiple scenes open in editor, since I wanted to copy a group of actions from one to another.
3. Yes, all errors appeared at the same moment
4. I copied actions. Errors popped and actionList editor window started showing default actionList editor window, with only one default starting action. I pressed ctrl+z and old actions reappeared. I didn't get to test the functionality of action list after the errors, but another possibility may be, that behind the curtains actionList is fine and no data is lost, but failing drawings simply result in default empty actionList representation in actionList editor window. If this happens on an actionList that isn't that complex and data loss would be negligible, I'll try running that actionList and see whether it executes as before or whether it's actually empty.