I’d like to add myself to this request too, I’m getting the same error. Although I haven’t checked the fix suggested here, it seems as if this was more of a bug than a warning intended for the user of MM. On the side, I’m using the Runtime Procedural Texturing add-on for MicroSplat - I cant seem to get it working properly (the biomes get the dominant color on the texture but the texture can’t be seen). I’m interested in getting MicroSplat with the Procedural Texturing and the Digger integration add-on to work together with MM. so far, I’ve been working on integrating MS without such modules. I’m using tessellation and triplanar mapping as I’m almost sure digger will require this last one - could this be the reason why I’m not getting any textures drawn? Or is the problem the procedural Texturing add-on? As for the shortcuts: I think a great option would be to use the space bar to pop up an interactive menu like the one that happens on right click, but also include a field that uses reflection to get the desired nodes. Not sure how much work that reflection search field would require however :/ might be a little too much work but it would be a blessing. As for the suggestion of using shift delete for the nodes, I’m sorry but I don’t agree - poster of the suggestion even says that CTRL+D = duplicate would be great cause it would be consistent with Unity’s ways - precisely for this same reason shift + delete doesn’t make much sense to me - I think it’s best if a highlight on the node is used to reflect the active status of it and allow deletion. In order to avoid the issue the poster describes, the highlight should disappear and maybe a different field highlight should appear if a field on the node is selected instead (to reflect that delete is not affecting the node but the field instead).