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
- [Android][IL2CPP][ARMv7] Struct field value corrupts when invoking a generic delegate with a large struct by value
- Highlights persist throughout Options Panels in the Rendering Debugger Window
- Typing numbers in Matrix node’s numeric fields stretches Node
- Streaming is misspelled as "Steaming" in "Enable GPU Streaming" and "Enable Disk Streaming" tooltpis
- "IndexOutOfRangeException" thrown when moving caret left at start of TMP Input Field with rich text
Resolution Note (fix version 6000.2.0a11):
Verified fixed, we no longer get console error when changing shader precision model in Build Profile Window.