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Question by Xarbrough · Aug 07, 2016 at 10:17 AM · c#editorwindowwindowlayout

Custom EditorWindow gets saved in window layout and throws error in other projects

I've created a custom EditorWindow, which opens via a MenuItem and the GetWindow method just as shown in the documentation. I then dock the window next to my sceneview. When I reopen my project it still shows, which is what I want. However, when I open a different project, which doesn't contain the code for said window, Unity still tries to display it, but then throws the error "Removed empty DockArea while reading window layout." and "Removed unparented EditorWindow.". I have not actively saved my custom window with the window layout, but apparently it still tries to recreate it.

Not a big problem, but I'm still interested to know what a good practice would be. Do I need to set HideFlags on EditorWindows or do something else to avoid these kinds of warnings?

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Answer by Jibsz · Jan 30, 2017 at 02:41 PM

I am also experiencing the same issue. Any updates? @Xarbrough

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avatar image Xarbrough · Jan 30, 2017 at 03:03 PM 0
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Sadly no. I still get error messages when switching projects because of custom editor windows, which don't exist. I believe the exact error message has changed and now says something generic about serialization layout. Not sure, I would need to check and see if a bug report is still open.

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