You cannot call GetLast immediately after beginning a group.
UnityEngine.GUILayoutUtility:GetLastRect ()
GamingIsLove.Makinom.Editor.EditorAutomation:EndContextClick (GamingIsLove.Makinom.IBaseData,bool)
GamingIsLove.Makinom.Editor.AttributeHelper:EndFoldout (GamingIsLove.Makinom.IBaseData,GamingIsLove.Makinom.Editor.BaseEditor,bool)
GamingIsLove.Makinom.Editor.EditorAutomation:Automate (System.Reflection.FieldInfo,GamingIsLove.Makinom.IBaseData,GamingIsLove.Makinom.Editor.BaseEditor,bool,GamingIsLove.Makinom.Editor.AttributeHelper)
GamingIsLove.Makinom.Editor.EditorAutomation:Automate (GamingIsLove.Makinom.IBaseData,GamingIsLove.Makinom.Editor.BaseEditor,bool)
GamingIsLove.Makinom.Editor.EditorAutomation:Value (object&,System.Reflection.FieldInfo,System.Type,GamingIsLove.Makinom.Editor.AttributeHelper,GamingIsLove.Makinom.EditorHelpAttribute,GamingIsLove.Makinom.IBaseData,GamingIsLove.Makinom.Editor.BaseEditor,bool)
GamingIsLove.Makinom.Editor.EditorAutomation:Field (System.Reflection.FieldInfo,GamingIsLove.Makinom.Editor.AttributeHelper,GamingIsLove.Makinom.IBaseData,GamingIsLove.Makinom.Editor.BaseEditor,bool)
GamingIsLove.Makinom.Editor.EditorAutomation:Automate (System.Reflection.FieldInfo,GamingIsLove.Makinom.IBaseData,GamingIsLove.Makinom.Editor.BaseEditor,bool,GamingIsLove.Makinom.Editor.AttributeHelper)
GamingIsLove.Makinom.Editor.EditorAutomation:Automate (GamingIsLove.Makinom.IBaseData,GamingIsLove.Makinom.Editor.BaseEditor)
GamingIsLove.Makinom.Editor.UISystemSettingsTab:ShowSettings ()
GamingIsLove.Makinom.Editor.BaseEditorTab:ShowTab ()
GamingIsLove.Makinom.Editor.BaseEditorSection:ShowTab ()
GamingIsLove.Makinom.Editor.MakinomEditorWindow:OnGUI ()
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
It looks like you're new here. If you want to get involved, click one of these buttons!
As for the camera system - yeah, that's possible.
If you want to use cinemachine, there's a wrapper available to easily integrate it with ORK as a custom control.
Alternatively, you can handle this in different ways, e.g. via the battle camera (Battles > Battle Camera) and/or the schematics animating your actions. The 3D RPG Playground series uses something similar to sometimes show a closeup of the user and target when using an action (chance based in this case), see this part of the tutorial.
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