Hi,
after importing my Spine animated character into Unity and selecting the SkeletonData asset I get three Exceptions:
one:
ArgumentException: Getting control 1's position in a group with only 1 controls when doing Repaint
Aborting
UnityEngine.GUILayoutGroup.GetNext () (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUILayoutUtility.cs:656)
UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type layoutType) (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUILayoutUtility.cs:262)
UnityEditor.EditorGUILayout.BeginVertical (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Editor/Mono/EditorGUI.cs:6858)
UnityEditor.EditorGUILayout.BeginVertical (UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Editor/Mono/EditorGUI.cs:6836)
UnityEditor.EditorGUILayout+VerticalScope..ctor (UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Editor/Mono/EditorGUI.cs:6814)
Spine.Unity.Editor.SkeletonDataAssetInspector.DrawUnityTools () (at Assets/spine-unity/Asset Types/Editor/SkeletonDataAssetInspector.cs:195)
Spine.Unity.Editor.SkeletonDataAssetInspector.OnInspectorGUI () (at Assets/spine-unity/Asset Types/Editor/SkeletonDataAssetInspector.cs:122)
UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1231)
UnityEditor.DockArea:OnGUI()
two:
Scope was not disposed! You should use the 'using' keyword or manually call Dispose.
UnityEngine.Scope:Finalize()
three:
Internal_GetGUIDepth can only be called from the main thread.
Constructors and field initializers will be executed from the loading thread when loading a scene.
Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.
UnityEngine.Scope:Finalize()
All seems to run as it should, but still these are worrying.