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aicommand's Introduction

AICommand

out

This is a proof-of-concept integration of ChatGPT into Unity Editor. You can control the Editor using natural language prompts.

How to try it

You have to generate an API key to use the ChatGPT API. Please generate it on your account page and set it on the Project Settings page (Edit > Project Settings > AI Command > API Key).

CAUTION - The API key is stored in UserSettings/AICommandSettings.asset. You must exclude the directory when sharing your project with others.

You can open the AI Command window from Window > AI Command.

System requirements

Unity 2022.2 or later

Frequently asked questions

Is it practical?

Definitely no! I created this proof-of-concept and proved that it doesn't work yet. It works nicely in some cases and fails very poorly in others. I got several ideas from those successes and failures, which is this project's main aim.

Can I install this to my project?

This is just a proof-of-concept project, so there is no standard way to install it in other projects. If you want to try it with your project anyway, you can simply copy the Assets/Editor directory to your project.

AICommandWindow throws NullReferenceException

Probably your OpenAI trial period has expired. Please check your billing status. See AIShader issue #1 for details.

I pressed the "Run" button, resulting in compilation errors.

In many cases, ChatGPT fails to implement your command correctly. You might get the correct one by repeatedly pressing the "Run" button.

(That's why I think this PoC is impractical...)

aicommand's People

Contributors

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aicommand's Issues

[Unity 2022.2.11f1] NullReferenceException: Object reference not set to an instance of an object

Unity version 2022.2.11f1

API Key is set.
File exist on UserSettings/AICommandSettings.asset

image

I click on the button

image

NullReferenceException: Object reference not set to an instance of an object
AICommand.OpenAIUtil.InvokeChat (System.String prompt) (at Assets/Editor/OpenAIUtil.cs:52)
AICommand.AICommandWindow.RunGenerator () (at Assets/Editor/AICommandWindow.cs:38)
AICommand.AICommandWindow.OnGUI () (at Assets/Editor/AICommandWindow.cs:64)
UnityEditor.HostView.OldOnGUI () (at <9dccbc75b8a249d78358fb192f335670>: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 <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.IMGUIContainer.ProcessEvent (UnityEngine.UIElements.EventBase evt) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtCurrentTargetAndPhase (UnityEngine.UIElements.EventBase evt) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.EventDispatcher.OpenGate () (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <f27c4d00c2c54006a12ee4466f2538da>:0)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at <a7f6f3a1791146c5a8c571ac1afd5641>:0)

How to use. Directions please...

Please explain How to install! There are no directions, please. Its odd that allot of these GitHub softwares never have directions.

Two errors

Screenshot (73)
I am not sure how to resolve these issues any insight would be appreciated. Always looking to try and use aI to streamline my work on a budget.

Suggestion: use GPT itself to fix compilation bugs

I pressed the "Run" button, resulting in compilation errors.
In many cases, ChatGPT fails to implement your command correctly. You might get the correct one by repeatedly pressing the "Run" button.

(That's why I think this PoC is impractical...)

I know it may sounds stupid but have you tried using "ChatGPT" itself to resolve the errors instead of having the user run the prompt again? You could put a maximum amount of attempts.

Errors

Assets\Editor\OpenAIUtil.cs(28,28): error CS1503: Argument 2: cannot convert from 'string' to 'System.Collections.Generic.List<UnityEngine.Networking.IMultipartFormSection>'

and

Assets\Editor\OpenAIUtil.cs(28,59): error CS1503: Argument 3: cannot convert from 'string' to 'byte[]'

console error

Why I run AIcommand it show this error?
NullReferenceException: Object reference not set to an instance of an object
AICommand.OpenAIUtil.InvokeChat (System.String prompt) (at Assets/AICommand-main/Assets/Editor/OpenAIUtil.cs:52)
AICommand.AICommandWindow.RunGenerator () (at Assets/AICommand-main/Assets/Editor/AICommandWindow.cs:38)
AICommand.AICommandWindow.OnGUI () (at Assets/AICommand-main/Assets/Editor/AICommandWindow.cs:64)
UnityEditor.HostView.OldOnGUI () (at :0)

AICommandSettings.asset

%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &1
MonoBehaviour:
m_ObjectHideFlags: 61
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: e3fa2649d95d04f44a7953dfbf94acfb, type: 3}
m_Name:
m_EditorClassIdentifier:
apiKey: here havemy api key
timeout: 0

what is wrong with the code???

Unity errors when opening up the project

Assets\Editor\OpenAIUtil.cs(28,28): error CS1503: Argument 2: cannot convert from 'string' to 'System.Collections.Generic.List<UnityEngine.Networking.IMultipartFormSection>'

Assets\Editor\OpenAIUtil.cs(28,59): error CS1503: Argument 3: cannot convert from 'string' to 'byte[]'

Any idea of how i could tackle them?

Error message: Assets\Editor\OpenAIUtil.cs(28,28): error CS1503: Argument 2: cannot convert from 'string' to 'System.Collections.Generic.List<UnityEngine.Networking.IMultipartFormSection>'

When I copy the project and open it, Unity console has these error logs:

  1. Assets\Editor\OpenAIUtil.cs(28,28): error CS1503: Argument 2: cannot convert from 'string' to 'System.Collections.Generic.List<UnityEngine.Networking.IMultipartFormSection>'
  2. Assets\Editor\OpenAIUtil.cs(28,59): error CS1503: Argument 3: cannot convert from 'string' to 'byte[]'
    How can I fix it?

MenuItem not found

When I run this, I encountered the error of

Assets\AICommandTemp.cs(2,7): error CS0246: The type or namespace name 'UnityEngin' could not be found (are you missing a using directive or an assembly reference?)

which means there is a lack of code :using UnityEditor; in AICommandTemp.cs.
I fixed it through adding using UnityEditor;.
It worked!

Question on why use ChatGPT rather than a model that can be fine tuned

Language models are starting to integrate into a lot of software such as Notion, Microsoft software, and Google software from their recent announcements.

I am not sure how these integrations are done or how they avoid the situation where the AI produces code that does not work.

One possibility might be that they take whatever the AI gives as a first draft and then automatically send errors and iterate until the answer is correct. This could be quite expensive to do and might not be very reliable.

Another possibility might be that they fine-tune large language models for that purpose. As I understand, this can not be done with ChatGPT but can be done with other models. The question is then whether using ChatGPT for a long-term project rather than a fine-tuned model is the better option. Perhaps one could also connect the conversational skills of ChatGPT to a fine-tuned model specialized in unity code along the ideas of langchain https://github.com/hwchase17/langchain.

There is clearly an expense in fine-tuning but I suppose a discussion on which model to choose could be interesting for those interested in contributing to the project.

Question.

Is there a Discord or some other social media where you upload your daily work as well? I'd like to follow this project!

Error on Unity 3D version 2022.3.0f.1

I got an error after I add the API key and I run the basic example, and with an empty object selected :

Create 100 cubes at random points.

This is the error :


NullReferenceException: Object reference not set to an instance of an object
AICommand.OpenAIUtil.InvokeChat (System.String prompt) (at Assets/Editor/OpenAIUtil.cs:52)
AICommand.AICommandWindow.RunGenerator () (at Assets/Editor/AICommandWindow.cs:38)
AICommand.AICommandWindow.OnGUI () (at Assets/Editor/AICommandWindow.cs:64)
UnityEditor.HostView.OldOnGUI () (at <4911eca47f294e18a7b3306f02701303>: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 <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.IMGUIContainer.ProcessEvent (UnityEngine.UIElements.EventBase evt) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtCurrentTargetAndPhase (UnityEngine.UIElements.EventBase evt) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.EventDispatcher.OpenGate () (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <73c3b9fa4da644c9a21a8a16d8e2909f>:0)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at <cbf2a10624ce43bd854be663c98dfa0e>:0)

NullReferenceException

My editor raised an exception that 'Object reference not set to an instance of an object' after I pressed the run button, why?

[Unity 2021.3.6f1] cannot convert from 'string' to 'System.Collections.Generic.List<UnityEngine.Networking.IMultipartFormSection>'

Unity version 2021.3.6f1

Error

Assets\Editor\OpenAIUtil.cs(28,28): error CS1503: Argument 2: cannot convert from 'string' to 'System.Collections.Generic.List<UnityEngine.Networking.IMultipartFormSection>'

Assets\Editor\OpenAIUtil.cs(28,59): error CS1503: Argument 3: cannot convert from 'string' to 'byte[]'

I know i do use version Unity 2022.2, but i test just with another version.

Compiling Error : AiCoomand.OpenAiUltil.InvokeChat error

Dear Unity Guru.

I hope this message finds you well. Yesterday, I came across a new ChatGPT plugin that you recently released, and I am very eager to try it out. However, I've encountered a compiling error in one of the scripts and need your assistance to resolve it.

The error message I received is as follows:

"NullReferenceException: Object reference not set to an instance of an object AICommand.OpenAiUtilInvokeChat (System.String prompt) (at Assets/Editor/OpenAiUtil.cs:52)"

To ensure I followed the correct procedure, I took these steps:

-Downloaded the project.
-Installed the exact version specified in your sample (v2022.2.10).
-Navigated to Edit > Project Settings > AI Command and entered the generated API key. I tried various formats, including with and without the "sk-" prefix and the hyphen.
-Opened the "test" scene included in the project.
-Accessed the windows menu and ran the test prompt, which led to the error message.
-Could you please guide me in rectifying this issue?

I apologize for any inconvenience, and I truly appreciate your efforts in developing this plugin. I admire your work and am grateful for your contributions to the community.

For your reference, here are my system specifications:

  • NVIDIA GTX 3060 Ti
  • 16GB RAM
  • 1TB SSD
  • AMD Ryzen 5 1600 Six-Core Processor
  • Windows 10
  • Thank you in advance for your assistance.

Sincerely,

JPupper

Getting two errors upon startup

Assets\Editor\OpenAIUtil.cs(28,28): error CS1503: Argument 2: cannot convert from 'string' to 'System.Collections.Generic.List<UnityEngine.Networking.IMultipartFormSection>'

Assets\Editor\OpenAIUtil.cs(28,59): error CS1503: Argument 3: cannot convert from 'string' to 'byte[]'

Cannot Run AI command

i set up api key and everything but i get NullReferenceException: Object reference not set to an instance of an object

Null Reference Exception 2

Im trying the default prompt you have in there, random cubes. etc. ( I forget what it said) I get and error. Null Reference Exception "Object reference is not set to an instance of an object... I made a cube object and then asked the AI to copy "cube" fout times and got another Null. ?

Clicking Run in AI Command window throws an exception and halts.

NullReferenceException: Object reference not set to an instance of an object
AICommand.OpenAIUtil.InvokeChat (System.String prompt) (at Assets/Editor/OpenAIUtil.cs:52)
AICommand.AICommandWindow.RunGenerator () (at Assets/Editor/AICommandWindow.cs:38)
AICommand.AICommandWindow.OnGUI () (at Assets/Editor/AICommandWindow.cs:64)
UnityEditor.HostView.OldOnGUI () (at <603bdbf3494743328394e419389d220c>: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 <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.IMGUIContainer.ProcessEvent (UnityEngine.UIElements.EventBase evt) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtCurrentTargetAndPhase (UnityEngine.UIElements.EventBase evt) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.EventDispatcher.OpenGate () (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <55377d8dc0ee4d67989deb78b2b4baf8>:0)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at :0)

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