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GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced. UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)


ProjectHaze
Go to solution Solved by Manny,

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Hi, I'm getting the 2 following errors after adding points to a Road Spline( like 100 points using a script), this worked before, but now it's throwing an error and I can't use the Gena Spline editor 

image.thumb.png.950a43552f8ce96776448a104e76e9c8.png

GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
 

 

 

TypeLoadException: Could not load type of field 'GeNa.Core.GeNaMultiTerrainOperation:m_heightmapBrushTransform' (42) due to: Could not resolve type with token 010000f3 from typeref (expected class 'UnityEngine.Experimental.TerrainAPI.BrushTransform' in assembly 'UnityEngine.TerrainModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null') assembly:UnityEngine.TerrainModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null type:UnityEngine.Experimental.TerrainAPI.BrushTransform member:(null)
GeNa.Core.TerrainTools.GenerateTerrainEntity (GeNa.Core.TerrainModifier terrainModifier, GeNa.Core.GeNaSpline spline) (at <1b632962445c4862806dd1c14c8ef30d>:0)
GeNa.Core.GeNaClearDetailsExtension.Visualize () (at Assets/Procedural Worlds/GeNa/Scripts/Runtime/Extensions/GeNaClearDetailsExtension.cs:84)
GeNa.Core.GeNaClearDetailsExtension.OnSceneGUI () (at Assets/Procedural Worlds/GeNa/Scripts/Runtime/Extensions/GeNaClearDetailsExtension.cs:63)
GeNa.Core.GeNaSplineExtension.SceneGUI () (at <1b632962445c4862806dd1c14c8ef30d>:0)
GeNa.Core.GeNaSpline.OnSceneGUI () (at <1b632962445c4862806dd1c14c8ef30d>:0)
GeNa.Core.SplineEditor.OnSceneGUI () (at Assets/Procedural Worlds/GeNa/Scripts/Editor/SplineEditor.cs:156)
System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <31c0f51ac5a24a22ba784db24f4ba023>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <31c0f51ac5a24a22ba784db24f4ba023>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <31c0f51ac5a24a22ba784db24f4ba023>:0)
UnityEditor.SceneView.CallOnSceneGUI () (at <0cde216a590a4d6fbc3d7db7ac203c5d>:0)
UnityEditor.SceneView.HandleSelectionAndOnSceneGUI () (at <0cde216a590a4d6fbc3d7db7ac203c5d>:0)
UnityEditor.SceneView.DoOnGUI () (at <0cde216a590a4d6fbc3d7db7ac203c5d>:0)
UnityEditor.SceneView.OnSceneGUI () (at <0cde216a590a4d6fbc3d7db7ac203c5d>:0)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <66054a7773f64b399021c1a3f19995a3>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <66054a7773f64b399021c1a3f19995a3>:0)
UnityEngine.UIElements.IMGUIContainer.DoIMGUIRepaint () (at <66054a7773f64b399021c1a3f19995a3>:0)
UnityEngine.UIElements.UIR.RenderChainCommand.ExecuteNonDrawMesh (UnityEngine.UIElements.UIR.DrawParams drawParams, System.Single pixelsPerPoint, System.Exception& immediateException) (at <66054a7773f64b399021c1a3f19995a3>:0)
Rethrow as ImmediateModeException
UnityEngine.UIElements.UIR.RenderChain.Render () (at <66054a7773f64b399021c1a3f19995a3>:0)
UnityEngine.UIElements.UIRRepaintUpdater.Update () (at <66054a7773f64b399021c1a3f19995a3>:0)
UnityEngine.UIElements.VisualTreeUpdater.UpdateVisualTreePhase (UnityEngine.UIElements.VisualTreeUpdatePhase phase) (at <66054a7773f64b399021c1a3f19995a3>:0)
UnityEngine.UIElements.Panel.UpdateForRepaint () (at <66054a7773f64b399021c1a3f19995a3>:0)
UnityEngine.UIElements.Panel.Repaint (UnityEngine.Event e) (at <66054a7773f64b399021c1a3f19995a3>:0)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <66054a7773f64b399021c1a3f19995a3>:0)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <66054a7773f64b399021c1a3f19995a3>:0)
UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <66054a7773f64b399021c1a3f19995a3>:0)
UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <66054a7773f64b399021c1a3f19995a3>:0)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at <4c1b5f56ab12481abc458fdd69da0f26>:0)
 

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Using Unity 2021.2.7F

Gena 3.3.14

        if (useGena)
        {
            int i = 0;

            GeNaNodes = new List<GeNaNode>();
            //  public GeNaSpline GenaRoad;
            //List<Transform> newMarkerPoints = new List<Transform>();

            newMarkerPoints.ForEach(newMarkerPoint =>
            {

                print("Add marker at " + newMarkerPoint.name);
                GeNaNodes.Add(GenaRoad.CreateNewNode(newMarkerPoint.position));

                if (GeNaNodes.Count > 1)
                {
                    //lastNode = currentNode;
                    GenaRoad.AddCurve(GeNaNodes[GeNaNodes.Count - 2], GeNaNodes.Last());
                }

            });

            return;
        }

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  • Solution

Okay, after a bit of a dig around in different scenarios. I found what's causing this problem. 
It seems as though Unity has changed where the TerrainTools are located in their APIs and this is something that we are aware of. 
I actually wrote a define symbol in the DLL for this issue until Unity has finalized where they are placing it. 

The easiest fix for you to do right now to have it work is by deleting the 'GeNa' folder under 'Procedural Worlds' and re-import the asset.
Once it compiles, you will be presented with this window:
Be sure to select 'yes' and it will recompile the DLL with my symbols I put in there. 
image.png.4b78f602814882a958f27ec66e251730.png

We hope to fix this in the future, but for now this will be the easiest fix for you.
 

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