Forum rules - please read before posting.

Actionlist debug overlay conflicts with FMOD's debug overlay

edited October 2017 in Technical Q&A
Working on a project using the FMOD audio middleware from Firelight Technologies with AC. There seems to be a conflict between the debug overlay systems used.

Enabling "Debug Overlay" in FMODStudioSettings while having "List active ActionLists in Game window" checked in AC produces lots and lots of "ArgumentException: Getting control 0's position in a group with only 0 controls when doing Repaint - Aborting" runtime error output in the console and no usable debug overlay from either system.

From a quick look at ActionListManager.cs line 321 it seems that they both try to use GUILayout.Window with an id of 0.

By no means a critical problem, but thought I'd mention it anyway.

Unity 2017.1.p4, AC 1.59e, FMOD 1.10 Unity integration package.

EDIT: Hope to have a set of custom actions for FMOD to share at the end of the project!


  • Would changing the ID to e.g. 10 resolve it?
  • Partly - it gets rid of the console errors, but then the two debug overlays get drawn on top of each other.

    Again, not the biggest problem in the world, and definitely something I can live with if there's no immediate, easy solution.
  • No worries - I'll make the window draggable in the next release.
  • Fantastic - fixed for the time being here by using a different window id and moving the window down a bit.
Sign In or Register to comment.

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Welcome to the official forum for Adventure Creator.