GUI.depth does not work if useGUILayout == false

Hi Guys,

i don´t know if this a bug or not. If you want use GUI Depth with diffrent GUI Labels and also disable the useGUILayout then the GUI Sorting did not work. If i do not execute the command then the GUI sorting works.

Is this so okay or is this a BUG ?

greetings
Latzi

Hi Forum Admin,

i think this is more an iPhone Topic, becouse only on unity iPhone you have this Command.

Or what think you?

grettings
Latzi

So THAT’S why! Thanks for letting me know why it didn’t do anything for me either.

Not too pleased with that situation.

This would appear to be the case with Unity 3.0f1 as well. So, to borrow a quote from Latzi,

Is this so okay or is this a BUG ?

This has already been logged in the bugs database. I’m not sure yet if it is a fault or an inevitable effect of turning off the GUI layout phase (ie, I don’t know if the bug is in the application or the docs).

1 Like

bump. I’d call it a bug, because if I’m not able to sort GUI-elements, that’s quite bad…

I reported this bug a looong time ago. My bug report still isn’t closed.

I vote it’s a bug too! and want it fixed!

wow.

I just tried using “useGUILayout = false;” on our none GUILayout or GUI.window using scripts.

This bug still exists???

The depth goes all wrong!

I am speechless beyond belief - a 3 years old bug of this magnitude?
:hushed:

1 Like

@Graham-Dunnett Please fix this bug, I’m on 4.5.3 and this still happens on Windows 7 x64. I’m aiming at Standalone players not phones.

You need to report the bug.

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as it says it was reported before., gonna report anyway

this is an example of what happens, nothing have changed expect for useGUILayout.
useGUILayout = true; and ~= 25 KB of allocation.

useGUILayout = false; and ~= 4.4 KB of allocation

notice the comboBoxes and the labels on the left and see the difference.
nothing was changed, all i did was toggling the useGUILayout. and I dont use any sort of GUILayout calls.

You should post the case number here as well, such that if someone from Unity sees it, they can directly have a look at it.

I tried to do a bug report, but my project is complex, nearly 6GB, but I will create a new project for this to show the bug and report with that scene.

can you please tell us about the status of the bug as it was reported?

Anyone get the hang of this? I’m still having lots of problems with Unity 4.6.4f1.
Btw i can’t find the bug reported anywhere…