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
- Crash on GUIManager::DoGUIEvent when focusing on the Game view window on a specific project
- Asset creation in the Project Browser is not always undone/inconsistent when the undo shortcut is pressed right after creating an asset
- JobTempAlloc memory leak warning is thrown when the Player is shut down
- Graphics State Collection warm-up does not work when using with Addressables Shaders
- "Baked Shadow Radius" field is visible but inactive when when the Shadow Type is set to "Hard Shadows" under the Light Component
Resolution Note (fix version 6000.2.0a11):
Verified fixed, we no longer get console error when changing shader precision model in Build Profile Window.