Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Sakirma · Jul 31, 2017 at 05:51 PM · c#guierroreditoroninspectorgui

OnInspectorGUI() Getting Control 2's position in a group with only 2 controls when doing repaint

Hello guys,

Before I am going to ask help from you guys I am going to say that I have searched carefully on the internet, and yes, I have googled it before asking this. I have encountered pages like this one or this one.

I still couldn't fix it and it really is frustrating me. My problem is that I am getting an error

 ArgumentException: Getting control 2's position in a group with only 2 controls when doing repaint
 Aborting

And the '2's' always changes from numbers, so it is sometimes 0's or 1's. This error occurred out of the sudden and the inspector is still working without any bugs.

Using Event.current.type == EventType.Layout or Event.current.type == EventType.Repaint really didn't work out for me. But I might have not used it at the right place.

Here is my code:

 using UnityEngine;
 using UnityEditor;
 using Utilities;
 using GenerationType = HeightMapGenerator.GenerationType;
 // ReSharper disable All
 
 [CustomEditor(typeof(HeightMapGenerator))]
 public class HeightMapGeneratorEditor : Editor
 {
     private HeightMapGenerator _HeightMapGenerator;
 
     private Texture2D _HeightMapTexture2D;
     private float _Scaler;
 
     private bool _Preview;
 
     public override void OnInspectorGUI()
     {
         base.OnInspectorGUI();
 
         if (_HeightMapGenerator == null)
             _HeightMapGenerator = target as HeightMapGenerator;
         else
         {
             if (_HeightMapGenerator.GetGenerationType == GenerationType.PerlinNoise)
             {
                 bool valueHasChanged = CreatePerlinNoiseWindow();
 
                 Utilties.Canvas.UseButtonForPreview(ref _Preview, "Preview HeightMap", "Remove Preview");
 
                 if (_Preview == true)
                     CreatePerlinMapPreview(generateNewHeightmap: valueHasChanged);
                 else
                     _HeightMapTexture2D = null;
 
                 _HeightMapGenerator.SetScaler = _Scaler;
             }
 
 
             if (_HeightMapGenerator.GetGenerationType == GenerationType.FallOffMap)
             {
                 CreateFallOfMapWindow();
             }
         }
     }
 
     private void CreatePerlinMapPreview(bool generateNewHeightmap)
     {
         //Generate first the heightmap.
         if (generateNewHeightmap || _HeightMapTexture2D == null)
         {
             _HeightMapGenerator.GenerateHeightMap();
 
             _HeightMapTexture2D = Utilties.HeightMap.GenerateHeightmapTexture2D(
                 _HeightMapGenerator.GetHeightMapArray,
                 HeightMapGenerator.PerlineMapWidth,
                 HeightMapGenerator.PerlineMapHeigth);
         }
 
         //View the heightmap on the inspector.
         if (_HeightMapTexture2D != null)
         {
             Utilties.Canvas.PreviewTexture2D(_HeightMapTexture2D);
         }
     }
 
     /// <summary>
     /// Create Editor window for the Perlin Noise Hightmap Tool.
     /// <para> Return true if some values has changed in on the inspector. </para>
     /// </summary>
     /// <returns></returns>
     private bool CreatePerlinNoiseWindow()
     {
         EditorGUI.BeginChangeCheck();
 
         EditorGUILayout.LabelField("HeightMap Options:");
 
         EditorGUILayout.BeginHorizontal();
 
         EditorGUILayout.LabelField("Scaler");
         _Scaler = EditorGUILayout.Slider(_Scaler, 0f, 100f);
 
         EditorGUILayout.EndHorizontal();
 
         if (EditorGUI.EndChangeCheck())
             return true;
 
         return false;
     }
 
     private void CreateFallOfMapWindow()
     {
         EditorGUILayout.BeginHorizontal();
         EditorGUILayout.LabelField("Texture");
         GUILayout.FlexibleSpace();
 
         Texture2D fallOffMapTexture2D = null;
         fallOffMapTexture2D = (Texture2D)EditorGUILayout.ObjectField(fallOffMapTexture2D, typeof(Texture2D), allowSceneObjects: false,
            options: new GUILayoutOption[] { GUILayout.Width(100), GUILayout.Height(100) });
         _HeightMapGenerator.FallOffMap = fallOffMapTexture2D;
 
         GUILayout.FlexibleSpace();
         EditorGUILayout.EndHorizontal();
     }
 }

And the code for the utilities class:

  public static class Canvas
         {
             public static void UseButtonForPreview(ref bool previewBool, string textNoPreview, string textOnPreview)
             {
                 if (GUILayout.Button((previewBool == false) ? textNoPreview : textOnPreview))
                 {
                     previewBool = !previewBool;
                 }
             }
 
             public static void PreviewTexture2D(Texture2D heightMap)
             {
                 Rect textureRect = GUILayoutUtility.GetRect(250f, 250f, GUILayout.ExpandWidth(false),
                     GUILayout.ExpandHeight(false));
 
                 textureRect.x = EditorGUIUtility.currentViewWidth - textureRect.width - 50;
                 EditorGUI.DrawPreviewTexture(textureRect, heightMap);
                 EditorGUILayout.Space();
             }
         }

I am using the latest Unity version of 2017 which is 2017.1.03f.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by Sakirma · Aug 01, 2017 at 11:09 AM

I fixed it!

I changed the code:

  public override void OnInspectorGUI()
  {
      base.OnInspectorGUI();
  
      if (_HeightMapGenerator == null)
          _HeightMapGenerator = target as HeightMapGenerator;
      else
      {
          if (_HeightMapGenerator.GetGenerationType == GenerationType.PerlinNoise)
          {
              bool valueHasChanged = CreatePerlinNoiseWindow();
              ........

To this

  public override void OnInspectorGUI()
  {
      base.OnInspectorGUI();
  
      if (_HeightMapGenerator == null)
          _HeightMapGenerator = target as HeightMapGenerator;
 
      if (_HeightMapGenerator.GetGenerationType == GenerationType.PerlinNoise)
      {
           bool valueHasChanged = CreatePerlinNoiseWindow();
           ........

As you can see, I have removed the else statement after the if (_HeightMapGenerator == null) statement.

I am not sure how this has fixed the issue, but my theory is that the Editor's Event state is Layout till it gets to the first if statement. And it didn't execute the rest of the code because the rest of the code was in the else statement of this first if statement. The rest of the code in the else statement would have been executed when this Event state was Repaint.

I'd really appreciate an explanation to this fix since it is not really clear for me.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

390 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Editor Scripting Input Problem OnGUI() 1 Answer

Distribute terrain in zones 3 Answers

Displaying a static variable from another script with OnGUI 1 Answer

How do you save the Audio Mixer once changed? 0 Answers

Why is my SerializedProperty.objectReferenceValue Not Accepting my Object? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges