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Won't Fix
Votes
0
Found in
2021.3.34f1
2022.3.18f1
2023.2.7f1
2023.3.0b4
6000.0.0b11
Issue ID
UUM-61195
Regression
No
Editor throws the error "Failed to load window layout "UserSettings/Layouts/default-2022.dwlt": UnityEditor.LayoutException: No windows found in layout" when a UIBuilder Window is docked
Reproduction steps:
1. Open the attached project “ReproProject”
2. Go to the menu: Tools > Build Profile Manager
3. Dock the recently open window anywhere in the Editor
4. Close and re-open Unity
5. Observe the Console Window
Expected result: No errors in the Console Window and the “Build Profile Manager Window” is docked
Actual result: The Window is not docked and the error is thrown “Failed to load window layout "UserSettings\Layouts\default-2022.dwlt": UnityEditor.LayoutException: No windows found in layout.
Failed to load window layout "{path}/AppData/Roaming/Unity/Editor-5.x/Preferences\Layouts\current\default-2022.dwlt": UnityEditor.LayoutException: No windows found in layout”
Reproducible with: 2021.3.34f1, 2022.3.18f1, 2023.2.7f1, 2023.3.0b4
Reproducible on: macOS (Intel) 14.2.1, Windows 10 (10.0.19045) 64bit (by user)
Notes:
- The project that has a package imported as an Embedded package (this problem also happens when the package comes from PackMan)
- Although there were no errors in 2023 stream the “Build Profile Manager” Window is not docked.
Comments (1)
-
aFeesh
May 14, 2024 17:47
I would re-evaluate the "Won't Fix" resolution.
This issue will actually prevent a custom Layout from loading if any Editor Window within that Layout calls AssetDatabase.Refresh() within OnEnable().
This issue is preventing the Layout from loading at all and makes it look like Unity crashed. The Unity Editor should at least handle this case gracefully, especially when that same Editor Window works totally fine when loading outside of a custom Layout group.
Reproducible on Unity 2022.3.23f1
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Resolution Note:
Calling AssetDatabase.Refresh() during OnEnable() is not supported and we have no plans to invest the time necessary to support it any time soon.
You can possibly use a delayed call (https://docs.unity3d.com/ScriptReference/EditorApplication-delayCall.html) if it's important for you to invoke this method in OnEnable, but this is a heavy call to make and I would rather advise making it happen on user input rather than automatically.