Was trying to use the UIBuilders UIElements Editor Window Creator, but when i click confirm it just greys out and throws this error Code (CSharp): ArgumentException: An item with the same key has already been added. Key: UnityEditor.U2D.Layout.ScrollableToolbar_isHorizontal_Type System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) (at <437ba245d8404784b9fbab9b439ac908>:0) System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) (at <437ba245d8404784b9fbab9b439ac908>:0) UnityEditor.UIElements.UxmlSchemaGenerator.AddAttributeTypeToXmlSchema (UnityEditor.UIElements.UxmlSchemaGenerator+SchemaInfo schemaInfo, UnityEngine.UIElements.UxmlAttributeDescription description, UnityEngine.UIElements.IUxmlFactory factory, UnityEditor.UIElements.UxmlSchemaGenerator+FactoryProcessingHelper processingData) (at <90d4bcb003fb405fb09241aed2f178aa>:0) UnityEditor.UIElements.UxmlSchemaGenerator.AddElementTypeToXmlSchema (UnityEngine.UIElements.IUxmlFactory factory, UnityEditor.UIElements.UxmlSchemaGenerator+SchemaInfo schemaInfo, UnityEditor.UIElements.UxmlSchemaGenerator+FactoryProcessingHelper processingData) (at <90d4bcb003fb405fb09241aed2f178aa>:0) UnityEditor.UIElements.UxmlSchemaGenerator.ProcessFactory (UnityEngine.UIElements.IUxmlFactory factory, System.Collections.Generic.Dictionary`2[TKey,TValue] schemas, UnityEditor.UIElements.UxmlSchemaGenerator+FactoryProcessingHelper processingData) (at <90d4bcb003fb405fb09241aed2f178aa>:0) UnityEditor.UIElements.UxmlSchemaGenerator+<GenerateSchemaFiles>d__12.MoveNext () (at <90d4bcb003fb405fb09241aed2f178aa>:0) UnityEditor.UIElements.UxmlSchemaGenerator.UpdateSchemaFiles () (at <90d4bcb003fb405fb09241aed2f178aa>:0) UnityEditor.UIElements.UIElementsTemplate.CreateUXMLTemplate (System.String folder, System.String uxmlContent) (at <90d4bcb003fb405fb09241aed2f178aa>:0) UnityEditor.UIElements.UIElementsEditorWindowCreator.CreateNewTemplatesFiles () (at <90d4bcb003fb405fb09241aed2f178aa>:0) UnityEngine.UIElements.Clickable.Invoke (UnityEngine.UIElements.EventBase evt) (at <7be1a95b44f5474c9c1a5c5fd9c86b28>:0) UnityEngine.UIElements.Clickable.OnMouseUp (UnityEngine.UIElements.MouseUpEvent evt) (at <7be1a95b44f5474c9c1a5c5fd9c86b28>:0) UnityEngine.UIElements.EventCallbackFunctor`1[TEventType].Invoke (UnityEngine.UIElements.EventBase evt) (at <7be1a95b44f5474c9c1a5c5fd9c86b28>:0) UnityEngine.UIElements.EventCallbackRegistry.InvokeCallbacks (UnityEngine.UIElements.EventBase evt) (at <7be1a95b44f5474c9c1a5c5fd9c86b28>:0) UnityEngine.UIElements.CallbackEventHandler.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <7be1a95b44f5474c9c1a5c5fd9c86b28>:0) UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at <7be1a95b44f5474c9c1a5c5fd9c86b28>:0) UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <7be1a95b44f5474c9c1a5c5fd9c86b28>:0) UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <7be1a95b44f5474c9c1a5c5fd9c86b28>:0) UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <7be1a95b44f5474c9c1a5c5fd9c86b28>:0) UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <7be1a95b44f5474c9c1a5c5fd9c86b28>:0) UnityEngine.UIElements.EventDispatcher.OpenGate () (at <7be1a95b44f5474c9c1a5c5fd9c86b28>:0) UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <7be1a95b44f5474c9c1a5c5fd9c86b28>:0) UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <7be1a95b44f5474c9c1a5c5fd9c86b28>:0) UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <7be1a95b44f5474c9c1a5c5fd9c86b28>:0) UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <7be1a95b44f5474c9c1a5c5fd9c86b28>:0) UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <7be1a95b44f5474c9c1a5c5fd9c86b28>:0) UnityEngine.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <7be1a95b44f5474c9c1a5c5fd9c86b28>:0) UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <35bab3c7b0dc4999845bcfccc7758d96>:0)
See this thread for one possible reason for this- namely, that View Data Keys must be unique, or else they conflict. I believe that UI Builder creates these keys based on the hierarchy, so having two scrollviews as children of the same parent might generate the same key (maybe?). Just an idea.