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Question by adriandevera · Jan 14, 2016 at 11:42 PM · guierroreditorwindowbeginscrollview

Editor Window - GUI Error You are pushing more GUIClips than you are popping.

I know this may be an extremely simple solution where every BeginHorizontal or BeginVertical must have a paired EndHorizontal or EndVertical... But for some reason Im overlooking it in my code!

Can anyone spot the issue in mine? using UnityEngine; using UnityEditor; using System.Collections; using System.Collections.Generic;

 public class BuildingBluePrints : EditorWindow {
 
     [MenuItem("Hospital Tycoon/Buildings Manager")]
     static void Init()
     {
         EditorWindow.GetWindow(typeof(BuildingBluePrints));
 
         //ensure that there is a Building asset to populate otherwise make it
         object buildingDatabase = Resources.Load("BuildingDatabase");
         if (buildingDatabase == null)
         {
             buildingEditorList = CreateBuildingDatabase.createBuildingDatabase();
         }
         else
         {
             buildingEditorList = (BuildingDatabaseList)Resources.Load("BuildingDatabase");
         }
     }
 
     //bool showBulidingDatabase;
     public int toolbarInt = 0;
     public string[] toolbarStrings = new string[] { "Create Building", "Manage Building" };
 
     static BuildingDatabaseList buildingEditorList = null;
     List<bool> manageBuildings = new List<bool>();
     Vector2 scrollPosition;
     BuildingDatabaseList buildingDatabase;
     bool showItem;
 
     void addItem()                                           //add new item to the itemdatabase
     {
         EditorUtility.SetDirty(buildingEditorList);          //message scriptable object for incoming changes
         Building newItem = new Building();                   //create a empty mask of an item
         newItem.buildName = "New Item";                      //set the name as "new Item"
         buildingEditorList.buildingList.Add(newItem);        //and add this to the itemdatabase
         EditorUtility.SetDirty(buildingEditorList);          //message scriptable object that you added something
     }
 
     void OnGUI()
     {
         GUILayout.Label("Manage your Buildable Blueprints here");
         EditorGUILayout.BeginVertical("Box");
 
         GUILayout.BeginHorizontal();
         GUILayout.FlexibleSpace();
         toolbarInt = GUILayout.Toolbar(toolbarInt, toolbarStrings, GUILayout.Width(position.width - 18));
         GUILayout.EndHorizontal();
 
         scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
         GUILayout.Space(10);
 
         if (toolbarInt == 0)                                                                                                                              //if equal 0 than it is "Create Item"
         {
             //GUI.color = Color.green;
             if (GUILayout.Button("Add Item", GUILayout.Width(position.width - 23)))
             {
                 addItem();
                 showItem = true;
             }
 
             if (showItem)
             {
                 GUI.color = Color.white;
 
                 GUILayout.BeginVertical("Box", GUILayout.Width(position.width - 23));
                 try
                 {
                     
                     buildingEditorList.buildingList[buildingEditorList.buildingList.Count - 1].buildName = EditorGUILayout.TextField("Item Name", buildingEditorList.buildingList[buildingEditorList.buildingList.Count - 1].buildName, GUILayout.Width(position.width - 30));          //textfield for the itemname which you wanna create
                     buildingEditorList.buildingList[buildingEditorList.buildingList.Count - 1].buildID = buildingEditorList.buildingList.Count - 1;                                             //itemID getting set automaticly ...its unique...better do not change it :D  
 
                     GUILayout.BeginHorizontal();
                     GUILayout.Label("Item Description");                                                                                                                        //label ItemDescription
                     GUILayout.Space(47);
                     buildingEditorList.buildingList[buildingEditorList.buildingList.Count - 1].buildDesc = EditorGUILayout.TextArea(buildingEditorList.buildingList[buildingEditorList.buildingList.Count - 1].buildDesc, GUILayout.Width(position.width - 180), GUILayout.Height(70));     //Text area for the itemDesc
                     GUILayout.EndHorizontal();
                     buildingEditorList.buildingList[buildingEditorList.buildingList.Count - 1].buildIcon = (Sprite)EditorGUILayout.ObjectField("Item Icon", buildingEditorList.buildingList[buildingEditorList.buildingList.Count - 1].buildIcon, typeof(Sprite), false, GUILayout.Width(position.width - 33));         //objectfield for the itemicon for your new item
                     buildingEditorList.buildingList[buildingEditorList.buildingList.Count - 1].buildModel = (GameObject)EditorGUILayout.ObjectField("Item Model", buildingEditorList.buildingList[buildingEditorList.buildingList.Count - 1].buildModel, typeof(GameObject), false, GUILayout.Width(position.width - 33));      //objectfield for the itemmodel for your new item
                     //buildingEditorList.buildingList[buildingEditorList.buildingList.Count - 1].buildType = (BuildType)EditorGUILayout.EnumPopup("Item Type", buildingEditorList.buildingList[buildingEditorList.buildingList.Count - 1].buildType, GUILayout.Width(position.width - 33));                                      //the itemtype which you want to have can be selected with the enumpopup
                     buildingEditorList.buildingList[buildingEditorList.buildingList.Count - 1].buildCost = EditorGUILayout.IntField("Build Cost", buildingEditorList.buildingList[buildingEditorList.buildingList.Count - 1].buildCost, GUILayout.Width(position.width - 33));
                     ////buildingEditorList.buildingList[buildingEditorList.buildingList.Count - 1].rarity = EditorGUILayout.IntSlider("Rarity", buildingEditorList.buildingList[buildingEditorList.buildingList.Count - 1].rarity, 0, 100);   //can be used for successrate?
                   
                     GUILayout.EndVertical();
                     buildingEditorList.buildingList[buildingEditorList.buildingList.Count - 1].indexItemInList = 999;
 
 
 
                 }
                 catch { }
 
                 EditorGUILayout.EndScrollView();
                 GUILayout.EndVertical();
             }
 
         }
     }
 }
 
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avatar image revolute · Jan 15, 2016 at 02:45 AM 0
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I think it is because you have EditorGUILayout.BeginVertical("Box"); in line 32 but you don't actually close this one.

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Answer by revolute · Jan 15, 2016 at 02:48 AM

Simply put, you request EditorGUILayout.BeginVertical("Box"); per editor gui update but since it is never closed, the stack stays uncleared, and that is why Unity yells "you are not popping enough".

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