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Question by Plasmajam · Oct 07, 2017 at 03:56 AM · guicallbackdragwindow

Dragwindow can only be called within a window callback

I tried to move GUI.DragWindow() to a separate function as a way to conditionally draw a stand-alone window depending on whether the GUI element was a child of another element. Although the drag window behavior works properly, Unity generates the following recurring error at runtime:

Dragwindow can only be called within a window callback

Is there a reason why Unity claims it can't handle the window callback calling another function?

         public delegate void AggregateDraw();
         AggregateDraw standaloneWindowContent;
 
         standaloneWindowContent = () =>
         {
             GUI.DragWindow();
         };
 
         public void Draw()
         {
             rect = GUI.Window(containerID, rect, DrawWindowContent, actionName);
         }       
 
         void DrawWindowContent(int id)
         {            
             standaloneWindowContent();           
         }



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Answer by Bunny83 · Oct 07, 2017 at 10:49 AM

Well, where do you call your "Draw" method? That's most likely the important part. When i copy& paste your code into my test project and call Draw from OnGUI everything works just fine without any error or warning.

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avatar image Plasmajam · Oct 07, 2017 at 04:22 PM 0
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Some code pixies visited after I called it a night. (^_^)

I now realize that some debug code I had forgotten to take out was directly calling DrawWindowContent(id) from Draw() in addition to invoking it as a callback through the GUI.Window API.

avatar image Bunny83 Plasmajam · Oct 07, 2017 at 05:17 PM 0
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Great :)

If you stumble on such a problem again, keep in $$anonymous$$d that most errors and all Debug.Logs have a full stacktrace attached. So if you see an error you can actually see from where the offending code was called.

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