Search Issue Tracker
Fixed
Fixed in 6000.0.50f1, 6000.1.5f1, 6000.2.0a11
Votes
0
Found in
6000.0.20f1
6000.1.0a7
6000.2.0a1
Issue ID
UUM-81556
Regression
No
"EndLayoutGroup: BeginLayoutGroup must be called first" error is thrown when changing Shader Precision Model from the Build Profiles window
Steps to reproduce:
1. Create a new Project
2. Open the Build Profiles window (File > Build Profiles)
3. Create a new Build Profile by clicking the “Add Build Profile” button
4. Select the new Build Profile
5. Switch to the new Build Profile
6. Click the “Customize player settings” button
7. Change the Shader Precision Model under the Shader Settings
8. Observe the Console window
Actual results: "EndLayoutGroup: BeginLayoutGroup must be called first." error and a warning is thrown in the Console window
Expected results: No errors or warnings are thrown in the Console window
Reproducible with versions: 6000.0.0f1, 6000.0.20f1, 6000.1.0a2
Can’t test with versions: 2021.3.44f1, 2022.3.47f1 (due to missing feature)
Tested on (OS): macOS Sonoma 14.6.1 (M1 Pro), Win 11
Can't reproduce with Win 11
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Palette Settings link to the documentation isn’t working
- "Type Options" and "Node Library" dropdowns do not open when clicked on the title
- Public char variables uneditable in Inspector when project setting "Use IMGUI Default Inspector" is enabled
- IAP Listener component’s list titles go out of bounds when resizing the Inspector window horizontally
- Selected Camera sublayer blends with highlight color in Graphics Compositor window when Editor theme is set to Light
Resolution Note (fix version 6000.2.0a11):
Verified fixed, we no longer get console error when changing shader precision model in Build Profile Window.