Quick answer: Balance every Begin with an End on all code paths (use try/finally or scopes), and keep the control structure identical across Layout and Repaint by branching on stable state, not per-event data.

Custom inspectors and editor windows throw this when the IMGUI bracket structure differs between events or a bracket never closes. Two disciplines eliminate it. Here they are.

How to fix it

1. Use scopes instead of raw Begin/End

using (new EditorGUILayout.HorizontalScope()) { ... } closes the group even on early returns and exceptions — convert any block that can return inside brackets.

2. Do not mutate structure mid-event

If a button click changes what controls exist, apply the change after the current GUI pass (set a flag, act in the next frame) so Layout and Repaint see the same controls.

3. Balance conditionals symmetrically

Every if that opens a group must close it in the same branch; a group opened in one branch and closed outside is the classic source.

4. Reproduce with the failing event

The error names the event (Layout vs Repaint); log your branch conditions in both to spot where they diverge.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

A crash you can name from its stack trace is a crash you can usually fix in minutes.