Gui's in 1 Script working in editor but not in real built

So after searching the whole internet about that question i had to ask it by myself i could find anything. When i play the game in the editor everything works perfect, i get some warnings but nothing serious i think(WARNING: ‘UnityEngine.QualitySettings.currentLevel’ is obsolete. Use GetQualityLevel and SetQualityLevel)

This is my Script;

#pragma strict

static var haveKey = false;
var player : GameObject;
var camera2 : GameObject;

static var keys : int;

var inGame = true;
var inPause = false;

static var menu = false;
static var options = false;
static var CoinShop = false;
var mymenu : boolean;
var myoptions : boolean;
var myCoinshop : boolean;

var Skin2 : GUISkin;
var skin3 : GUISkin;
var skin5 : GUISkin;

var BG : Texture2D;

var normalGUI : GameObject;

var scrollPosition : Vector2 = Vector2.zero;

private var playerMouseLook : MouseLook;
private var playerCameraMouseLook : MouseLook;

var transformation = Matrix4x4.identity;

var Saver : Saver;

var scrollPosition2 : Vector2 = Vector2.zero;

function Start()
{
    playerMouseLook = GameObject.Find("Player").GetComponent(MouseLook);
    playerCameraMouseLook = GameObject.Find("PlayerCamera").GetComponent(MouseLook);
    menu = false;
    inPause = false;
}


function OnGUI ()
{
	GUI.skin = Skin2;
		
		if(menu == true)
		{
			if(Input.GetKeyDown(KeyCode.Escape))
			{
				menu = false;
				options = false;
				CoinShop = false;
			}
			GUI.DrawTexture(Rect(0, 0, Screen.width, Screen.height),BG);
			GUI.Label(Rect(Screen.width / 2 - 500, Screen.height / 2 - 500, 1000, 70), "In Game Menu");
			GUI.skin = skin5;
			if(GUI.Button(Rect(Screen.width / 2 - 250, Screen.height / 2 - 235, 500, 70), "Main Menu"))
			{
				Application.LoadLevel(1);
			}
		
			if(GUI.Button(Rect(Screen.width / 2 - 250, Screen.height / 2 - 135, 500, 70), "Settings"))
			{
				menu = false;
				options = true;
				CoinShop = false;
			}
			
			if(GUI.Button(Rect(Screen.width / 2 - 250, Screen.height / 2 - 35, 500, 70), "Coin Shop"))
			{
				CoinShop = true;
				menu = false;
				options = false;
			}
			
			if(GUI.Button(Rect(Screen.width / 2 - 50, Screen.height / 2 + 65, 100, 70), "Save"))
			{
				Saver.Save();
			}
			
			if(GUI.Button(Rect(Screen.width / 2 - 75, Screen.height / 2 + 165, 150, 70), "Resume"))
			{
				menu = false;
				options = false;
			}
		}
		if(CoinShop == true)
		{
		if(Input.GetKeyDown(KeyCode.Escape))
		{
			menu = false;
			options = false;
			CoinShop = false;
		}
	    	GUI.DrawTexture(Rect(0, 0, Screen.width, Screen.height), BG);
		
		GUI.Label(Rect(Screen.width / 2 - 250, Screen.height / 2 - 500, 500, 70), "Coin Shop");
    
    	
    	GUI.skin = skin5;
    	GUI.Label(Rect(Screen.width / 2 + 300, Screen.height / 2 - 500, 250, 70), "Coins: " + CoinMaster.Coins);
    	
    	scrollPosition2 = GUI.BeginScrollView (Rect(Screen.width / 7.5, Screen.height / 7,Screen.width / 1.33,Screen.height / 1.39),scrollPosition2, Rect (0, 0, Screen.width / 1.35, 1400));
    	
    	if(lightTransporter.myRange == 50)
    	{
    		GUI.Label(Rect(Screen.width / 4 * 3 - 150, Screen.height / 2 - 500, 110, 70), "Max.");
    	}
    	
    	GUI.Label(Rect(Screen.width / 4 - 512.5, Screen.height / 2 - 500, 500, 70), "Coins needed: 1");
    	GUI.Label(Rect(Screen.width / 4 * 3 - 752.5, Screen.height / 2 - 500, 600, 70), "Flashlight Range: " + Math.Round(PlayerPrefs.GetFloat("Range"), 1));
    	if(GUI.Button(Rect(Screen.width / 4 * 2 - 595, Screen.height / 2 - 500, 500, 70), "Flashlight Range") && CoinMaster.Coins >= 1 && lightTransporter.myRange < 50)
    	{
    		lightTransporter.myRange += 1;
    		CoinMaster.Coins -= 1;
    	}
    	
    	if(lightTransporter.myIntensity == 2)
    	{
    		GUI.Label(Rect(Screen.width / 4 * 3 - 150, Screen.height / 2 - 400, 110, 70), "Max.");
    	}
    	
    	GUI.Label(Rect(Screen.width / 4 * 3 - 752.5, Screen.height / 2 - 400, 600, 70), "Flashlight Intensity: " + Math.Round(PlayerPrefs.GetFloat("Intensity"), 1));
    	GUI.Label(Rect(Screen.width / 4 - 512.5, Screen.height / 2 - 400, 500, 70), "Coins needed: 1");
    	if(GUI.Button(Rect(Screen.width / 4 * 2 - 595, Screen.height / 2 - 400, 500, 70), "Flashlight Intensity") && CoinMaster.Coins >= 1 && lightTransporter.myIntensity < 2)
    	{
    		lightTransporter.myIntensity += 0.1;
    		CoinMaster.Coins -= 1;
    	}
   	
   		if(lightTransporter.myAngle == 50)
    	{
    		GUI.Label(Rect(Screen.width / 4 * 3 - 150, Screen.height / 2 - 300, 110, 70), "Max.");
    	}
    	
    	GUI.Label(Rect(Screen.width / 4 * 3 - 752.5, Screen.height / 2 - 300, 600, 70), "Flashlight Angle: " + Math.Round(PlayerPrefs.GetFloat("Angle"), 1));
    	GUI.Label(Rect(Screen.width / 4 - 512.5, Screen.height / 2 - 300, 500, 70), "Coins needed: 1");
    	if(GUI.Button(Rect(Screen.width / 4 * 2 - 595, Screen.height / 2 - 300, 500, 70), "Flashlight Angle") && CoinMaster.Coins >= 1 && lightTransporter.myAngle < 50)
    	{
    		lightTransporter.myAngle += 0.1;
    		CoinMaster.Coins -= 1;
    	}
    	
    	if(Flashlight.drainSpeed == 0.1)
    	{
    		GUI.Label(Rect(Screen.width / 4 * 3 - 150, Screen.height / 2 - 200, 110, 70), "Max.");
    	}
    	
    	GUI.Label(Rect(Screen.width / 4 * 3 - 752.5, Screen.height / 2 - 200, 600, 70), "Flashlight Life: " + Math.Round(100 / PlayerPrefs.GetFloat("Drainspeed"), 1) + " sec");
    	GUI.Label(Rect(Screen.width / 4 - 512.5, Screen.height / 2 - 200, 500, 70), "Coins needed: 1");
    	if(GUI.Button(Rect(Screen.width / 4 * 2 - 595, Screen.height / 2 - 200, 500, 70), "Flashlight life")  && CoinMaster.Coins >= 1 && lightTransporter.myDrainspeed > 0.2)
    	{
    		CoinMaster.Coins -= 1;
    		lightTransporter.myDrainspeed -= 0.1;
    	}
    	
    	if(lightTransporter.myRange == 150)
    	{
    		GUI.Label(Rect(Screen.width / 4 * 3 - 150, Screen.height / 2 - 100, 110, 70), "Max.");
    	}
    	
    	GUI.Label(Rect(Screen.width / 4 * 3 - 752.5, Screen.height / 2 - 100, 600, 70), "Max Stamina: " + Math.Round(PlayerPrefs.GetFloat("maxStamina"), 1) + "%");
    	GUI.Label(Rect(Screen.width / 4 - 512.5, Screen.height / 2 - 100, 500, 70), "Coins needed: 1");
    	if(GUI.Button(Rect(Screen.width / 4 * 2 - 595, Screen.height / 2 - 100, 500, 70), "Max Stamina")  && CoinMaster.Coins >= 1 && stamina.maxStamina < 100)
    	{
    		CoinMaster.Coins -= 1;
    		stamina.maxStamina += 2;
    	}
    	
    	if(stamina.RunStamina == 1)
    	{
    		GUI.Label(Rect(Screen.width / 4 * 3 - 150, Screen.height / 2, 110, 70), "Max.");
    	}
    	
    	GUI.Label(Rect(Screen.width / 4 * 3 - 752.5, Screen.height / 2, 600, 70), "Run Stamina: " + Math.Round(PlayerPrefs.GetFloat("RunStamina"), 1) + "% sec");
    	GUI.Label(Rect(Screen.width / 4 - 512.5, Screen.height / 2, 500, 70), "Coins needed: 1");
    	if(GUI.Button(Rect(Screen.width / 4 * 2 - 595, Screen.height / 2, 500, 70), "Run Stamina")  && CoinMaster.Coins >= 1 && stamina.RunStamina < -1)
    	{
    		CoinMaster.Coins -= 1;
    		stamina.RunStamina += 0.1;
    	}
    	
    	if(stamina.IdleStamina == 15)
    	{
    		GUI.Label(Rect(Screen.width / 4 * 3 - 150, Screen.height / 2 + 100, 110, 70), "Max.");
    	}
    	
    	GUI.Label(Rect(Screen.width / 4 * 3 - 752.5, Screen.height / 2 + 100, 600, 70), "Idle Stamina: " + Math.Round(PlayerPrefs.GetFloat("IdleStamina"), 1) + "% sec");
    	GUI.Label(Rect(Screen.width / 4 - 512.5, Screen.height / 2 + 100, 500, 70), "Coins needed: 1");
    	if(GUI.Button(Rect(Screen.width / 4 * 2 - 595, Screen.height / 2 + 100, 500, 70), "Idle Stamina")  && CoinMaster.Coins >= 1 && stamina.IdleStamina < 15)
    	{
    		CoinMaster.Coins -= 1;
    		stamina.IdleStamina += 0.1;
    	}
    	
    	if(lightTransporter.myRange == 10)
    	{
    		GUI.Label(Rect(Screen.width / 4 * 3 - 150, Screen.height / 2 + 200, 110, 70), "Max.");
    	}
    	
    	GUI.Label(Rect(Screen.width / 4 * 3 - 752.5, Screen.height / 2 + 200, 600, 70), "Walk Stamina: " + Math.Round(PlayerPrefs.GetFloat("WalkStamina"), 1) + "% sec");
    	GUI.Label(Rect(Screen.width / 4 - 512.5, Screen.height / 2 + 200, 500, 70), "Coins needed: 1");
    	if(GUI.Button(Rect(Screen.width / 4 * 2 - 595, Screen.height / 2 + 200, 500, 70), "Walk Stamina")  && CoinMaster.Coins >= 1 && stamina.WalkStamina < 10)
    	{
    		CoinMaster.Coins -= 1;
    		stamina.WalkStamina += 0.1;
    	}
    	
    	if(stamina.CrouchStamina == 13)
    	{
    		GUI.Label(Rect(Screen.width / 4 * 3 - 150, Screen.height / 2 + 500, 110, 70), "Max.");
    	}
    	
    	GUI.Label(Rect(Screen.width / 4 * 3 - 752.5, Screen.height / 2 + 300, 600, 70), "Crouch Stamina: " + Math.Round(PlayerPrefs.GetFloat("CrouchStamina"), 1) + "% sec");
    	GUI.Label(Rect(Screen.width / 4 - 512.5, Screen.height / 2 + 300, 500, 70), "Coins needed: 1");
    	if(GUI.Button(Rect(Screen.width / 4 * 2 - 595, Screen.height / 2 + 300, 500, 70), "Crouch Stamina")  && CoinMaster.Coins >= 1 && stamina.CrouchStamina < 13)
    	{
    		CoinMaster.Coins -= 1;
    		stamina.CrouchStamina += 0.1;
    	}
    	
    	if(MenuMastering.CoinMulti == 3)
    	{
    		GUI.Label(Rect(Screen.width / 4 * 3 - 150, Screen.height / 2 + 500, 110, 70), "Max.");
    	}
    	
    	GUI.Label(Rect(Screen.width / 4 * 3 - 752.5, Screen.height / 2 + 500, 600, 70), "Coin Multiplier: " + MenuMastering.CoinMulti);
    	GUI.Label(Rect(Screen.width / 4 - 512.5, Screen.height / 2 + 500, 500, 70), "Coins needed: 10");
    	if(GUI.Button(Rect(Screen.width / 4 * 2 - 595, Screen.height / 2 + 500, 500, 70), "Coin Multiplier")  && CoinMaster.Coins >= 10 && MenuMastering.CoinMulti < 3)
    	{
    		CoinMaster.Coins -= 10;
    		MenuMastering.CoinMulti += 1;
    	}
    	
    	GUI.EndScrollView ();
	    	
	    	if(GUI.Button(Rect(Screen.width / 2 - 75, Screen.height / 2 + 450, 150, 70), "Back"))
  			{
   			menu = true;
   			CoinShop = false;
   			options = false;
  			} 	
		}
		
		if(options == true)
		{
		if(Input.GetKeyDown(KeyCode.Escape))
		{
			menu = false;
			options = false;
			CoinShop = false;
		}
			GUI.DrawTexture(Rect(0, 0, Screen.width, Screen.height),BG);
	    	GUI.skin = skin3;
	    	
	    	GUI.Label(Rect(Screen.width / 2 - 155, Screen.height / 15, 310, 70), "Settings");
	    	
	    	GUI.skin = skin5;
	    	scrollPosition = GUI.BeginScrollView (Rect(Screen.width / 7.5, Screen.height / 7,Screen.width / 1.33,Screen.height / 1.39),scrollPosition, Rect (0, 0, Screen.width / 1.35, 1400));
		
		GUI.skin = skin5;
		GUI.Label(Rect(Screen.width / 2 - 430, Screen.height / 2 - 600 , 170, 70), "Volume");
    	MenuMastering.myVolume = GUI.HorizontalSlider (Rect (Screen.width / 2 - 650, Screen.height / 2 - 500, 600, 70), MenuMastering.myVolume, 0.0, 1.0);
    	
    	
    	
 		GUI.Label(Rect(Screen.width / 2 - 595, Screen.height / 2 - 450 , 500, 70), "Texture Quality");
    		
    	if(GUI.Button(Rect(Screen.width / 5 - 530, Screen.height / 2 - 400, 370, 70), "Full Resolution"))
    	{
   			QualitySetter.TextureQuality = 0;
   		}
   		
   		if(GUI.Button(Rect(Screen.width / 5 * 2 - 530, Screen.height / 2 - 400, 370, 70), "Half Resolution"))
   		{
   			QualitySetter.TextureQuality = 1;
    	}
    	
   		if(GUI.Button(Rect(Screen.width / 5 * 3- 555, Screen.height / 2 - 400, 420, 70), "Quarter Resolution"))
   		{
   			QualitySetter.TextureQuality = 2;
   		}
    		
    	if(GUI.Button(Rect(Screen.width / 5 * 4- 545, Screen.height / 2 - 400, 400, 70), "Eighth Resolution"))
    	{
   			QualitySetter.TextureQuality = 3;
   		}
    		
    		
    		
    	GUI.Label(Rect(Screen.width / 2 - 595, Screen.height / 2 - 300 , 500, 70), "Anisotropic Textures");
    	
    	if(GUI.Button(Rect(Screen.width / 4 * 3 - 445, Screen.height / 2 - 250, 200, 70), "Disabled"))
    	{
    		QualitySetter.AnisTex = 2;
    	}
    	
    	if(GUI.Button(Rect(Screen.width / 4 * 2 - 495, Screen.height / 2 - 250, 300, 70), "Per Texture"))
    	{
    		QualitySetter.AnisTex = 1;
    	}
    	
    	if(GUI.Button(Rect(Screen.width / 4 * 1 - 495, Screen.height / 2 - 250, 300, 70), "Forced On"))
    	{
    		QualitySetter.AnisTex = 0;
    	}
    	
    	
    	
    	GUI.Label(Rect(Screen.width / 2 - 595, Screen.height / 2 - 150 , 500, 70), "AntiAliasing");
    	
    	if(GUI.Button(Rect(Screen.width / 5 * 1 - 380, Screen.height / 2 - 100, 70, 70), "x0"))
    	{
    		QualitySetter.AA = 0;
    	}
    	
    	if(GUI.Button(Rect(Screen.width / 5 * 2 - 380, Screen.height / 2 - 100, 70, 70), "x2"))
    	{
    		QualitySetter.AA = 2;
    	}
    	
    	if(GUI.Button(Rect(Screen.width / 5 * 3 - 380, Screen.height / 2 - 100, 70, 70), "x4"))
    	{
    		QualitySetter.AA = 4;
    	}
    	
    	if(GUI.Button(Rect(Screen.width / 5 * 4 - 380, Screen.height / 2 - 100, 70, 70), "x8"))
    	{
    		QualitySetter.AA = 8;
    	}
    	
    	
    	
    	GUI.Label(Rect(Screen.width / 2 - 595, Screen.height / 2, 500, 70), "VSync");
    	
    	if(GUI.Button(Rect(Screen.width / 4 - 380, Screen.height / 2 + 50, 70, 70), "0"))
    	{
    		QualitySetter.VSync = 0;
    	}
    	
    	if(GUI.Button(Rect(Screen.width / 4 * 2 - 380, Screen.height / 2 + 50, 70, 70), "1"))
    	{
    		QualitySetter.VSync = 1;
    	}
    	
    	if(GUI.Button(Rect(Screen.width / 4 * 3 - 380, Screen.height / 2 + 50, 70, 70), "2"))
    	{
    		QualitySetter.VSync = 2;
    	}
    	
    	
    	GUI.Label(Rect(Screen.width / 2 - 595, Screen.height / 2 + 150, 500, 70), "Pixel Light Count");
    	
    	if(GUI.Button(Rect(Screen.width / 6 * 1 - 380, Screen.height / 2 + 200, 70, 70), "0"))
    	{
    		QualitySetter.PixelCount = 0;
    	}
    	
    	if(GUI.Button(Rect(Screen.width / 6 * 2 - 380, Screen.height / 2 + 200, 70, 70), "1"))
    	{
    		QualitySetter.PixelCount = 1;
    	}
    	
    	if(GUI.Button(Rect(Screen.width / 6 * 3 - 380, Screen.height / 2 + 200, 70, 70), "2"))
    	{
    		QualitySetter.PixelCount = 2;
    	}
    	
    	if(GUI.Button(Rect(Screen.width / 6 * 4 - 380, Screen.height / 2 + 200, 70, 70), "3"))
    	{
    		QualitySetter.PixelCount = 3;
    	}
    	
    	if(GUI.Button(Rect(Screen.width / 6 * 5 - 380, Screen.height / 2 + 200, 70, 70), "4"))
    	{
    		QualitySetter.PixelCount = 4;
    	}
    	
    	GUI.Label(Rect(Screen.width / 2 - 595, Screen.height / 2 + 300, 500, 70), "Soft Vegetation");
    	
    	if(GUI.Button(Rect(Screen.width / 3 - 420, Screen.height / 2 + 350, 150, 70), "True"))
    	{
    		QualitySetter.SoftVeg = 1;
    	}
    	
    	if(GUI.Button(Rect(Screen.width / 3 * 2 - 420, Screen.height / 2 + 350, 150, 70), "False"))
    	{
    		QualitySetter.SoftVeg = 2;
    	}  	
    	
    	GUI.Label(Rect(Screen.width / 2 - 470, Screen.height / 2 + 450, 250, 70), "Fullscreen");
    	if(GUI.Button(Rect(Screen.width / 3 - 380, Screen.height / 2 + 500, 70, 70), "On"))
    	{
    		Screen.fullScreen = true;
    	}
    	
    	if(GUI.Button(Rect(Screen.width / 3 * 2 - 380, Screen.height / 2 + 500, 70, 70), "Off"))
    	{
    		Screen.fullScreen = false;
    	}
    	
    	GUI.Label(Rect(Screen.width / 2 - 445, Screen.height / 2 + 600, 200, 70), "Presets");
    	
    	if(GUI.Button(Rect(Screen.width / 4 - 425, Screen.height / 2 + 650, 150, 50), "Fastest"))
    	{
    		QualitySettings.currentLevel = QualityLevel.Fastest;
    	}
    	
    	if(GUI.Button(Rect(Screen.width / 4 * 2 - 400, Screen.height / 2 + 650, 100, 50), "Fast"))
    	{
    		QualitySettings.currentLevel = QualityLevel.Fast;
    	}
    	
    	if(GUI.Button(Rect(Screen.width / 4 * 3 - 415, Screen.height / 2 + 650, 130, 50), "Simple"))
    	{
    		QualitySettings.currentLevel = QualityLevel.Simple;
    	}
    	
    	if(GUI.Button(Rect(Screen.width / 4 - 405, Screen.height / 2 + 700, 110, 50), "Good"))
    	{
    		QualitySettings.currentLevel = QualityLevel.Good;
    	}
    	
    	if(GUI.Button(Rect(Screen.width / 4 * 2 - 445, Screen.height / 2 + 700, 200, 50), "Beautiful"))
    	{
    		QualitySettings.currentLevel = QualityLevel.Beautiful;
    	}
    	
    	if(GUI.Button(Rect(Screen.width / 4 * 3 - 455, Screen.height / 2 + 700, 210, 50), "Fantastic"))
    	{
    		QualitySettings.currentLevel = QualityLevel.Fantastic;
    	}
    	
    	GUI.EndScrollView ();
    	
    	if(GUI.Button(Rect(Screen.width / 2 - 75, Screen.height / 2 + 450, 150, 70), "Back"))
  		{
   			menu = true;
   			CoinShop = false;
   			options = false;
  		} 	
    	
		}
	}
	


function Update () 
{
	/*if(Input.GetKeyDown(KeyCode.Escape) && menu == false || Input.GetKeyDown(KeyCode.Escape) && CoinShop == false || Input.GetKeyDown(KeyCode.Escape) && options == false)
	{
		menu = true;
		CoinShop = false;
		options = false;
		Screen.showCursor = true;
	}
	if(Input.GetKeyDown(KeyCode.Escape) && menu == true || Input.GetKeyDown(KeyCode.Escape) && CoinShop == true || Input.GetKeyDown(KeyCode.Escape) && options == true)
	{
		menu = false;
		CoinShop = false;
		options = false;
		Screen.showCursor = false;
	}*/
	if(inPause == false && Input.GetKeyDown(KeyCode.Escape))
	{
			GotInMenu();
	}
	if(inPause == true && Input.GetKeyDown(KeyCode.Escape))
	{
		inPause = false;
		GotOutMenu();
	}
	mymenu = menu;
	myCoinshop = CoinShop;
	myoptions = options;
	
	/*if(inPause == false)
	{
		Time.timeScale = 1;
		normalGUI.SetActive(true);
		Screen.showCursor = false;
	}	 */

}
function GotInMenu()
{
	menu = true;
	CoinShop = false;
	options = false;
	Screen.showCursor = true;
	normalGUI.SetActive(false);
	yield WaitForSeconds(0.1);
	inPause = true;
}
function GotOutMenu()
{
	menu = false;
	CoinShop = false;
	options = false;
	Screen.showCursor = false;
	normalGUI.SetActive(true);
}

sorry for the long script :stuck_out_tongue:

im working on this project a long time now and i never had this problem so please help and thanks in advance skullbeats1

****Edit:****Well ive put a debug.Log in the (menu == true)and it actually returned me the log so it must be something with the gui’s any ideas??

Hi skullbeats1,
i think your build is not working on device, because of that warning.
Well…do as it says…use GetQualityLevel/SetQualityLevel (depending on whether you want to read or write) instead of QualitySettings.currentLevel…

QualitySettings.SetQualityLevel(k);

(k is a number between 0 and 5…or more, if you added additional quality levels)

Check that you’ve included all the scenes in the build.

One thing that can cause what you’re describing is the fact that all the scenes in the project are available to the editor, but only those you list in “Build Settings” end up in the build.