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EndLayoutGroup: BeginLayoutGroup must be called first

When I press Generate cache or Load from cache button using Recast Graph then the error comes up.

EndLayoutGroup: BeginLayoutGroup must be called first.
Pathfinding.FadeArea:End() (at Assets/AstarPathfindingProject/PackageTools/Editor/EditorGUIx.cs:132)
Pathfinding.AstarPathEditor:DrawSerializationSettings() (at Assets/AstarPathfindingProject/Editor/AstarPathEditor.cs:869)
Pathfinding.AstarPathEditor:DrawMainArea() (at Assets/AstarPathfindingProject/Editor/AstarPathEditor.cs:381)
Pathfinding.AstarPathEditor:OnInspectorGUI() (at Assets/AstarPathfindingProject/Editor/AstarPathEditor.cs:260)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

We are using the Beta and getting this as well after scanning:

EndLayoutGroup: BeginLayoutGroup must be called first.
UnityEditor.EditorGUILayout:EndVertical ()
Pathfinding.FadeArea:End () (at Packages/com.arongranberg.astar/PackageTools/Editor/EditorGUIx.cs:140)
Pathfinding.AstarPathEditor:DrawSerializationSettings () (at Packages/com.arongranberg.astar/Editor/AstarPathEditor.cs:871)
Pathfinding.AstarPathEditor:DrawMainArea () (at Packages/com.arongranberg.astar/Editor/AstarPathEditor.cs:383)
Pathfinding.AstarPathEditor:OnInspectorGUI () (at Packages/com.arongranberg.astar/Editor/AstarPathEditor.cs:262)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

Any response on this would be greatly appreciated.



I haven’t really figured out what exactly is causing this. I think the progress bar messes with things when it is called from inside OnGUI. I can probably try to move it out of there.
In any case, these errors are harmless, and you can safely ignore them without any consequences except a bit of log spam.

This popped up on one of my scenes. Very strange bug. Scanned hundreds of times but this all of a sudden won’t scan.