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GUI.depth does not work if useGUILayout == false

Discussion in 'Immediate Mode GUI (IMGUI)' started by Latzi, Jan 8, 2009.

  1. Latzi

    Latzi

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    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
     
  2. Latzi

    Latzi

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    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
     
  3. Jessy

    Jessy

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

    Not too pleased with that situation.
     
  4. sybixsus2

    sybixsus2

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    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 ?
     
  5. andeeeee

    andeeeee

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    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).
     
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  6. col000r

    col000r

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    bump. I'd call it a bug, because if I'm not able to sort GUI-elements, that's quite bad...
     
  7. User340

    User340

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    I reported this bug a looong time ago. My bug report still isn't closed.
     
  8. Fran

    Fran

    Guest

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    I vote it's a bug too! and want it fixed!
     
  9. GuyTidhar

    GuyTidhar

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    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?
    :eek:
     
    Last edited: May 23, 2012
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  10. shkar-noori

    shkar-noori

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    @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.
     
  11. Dantus

    Dantus

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    You need to report the bug.
     
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  12. shkar-noori

    shkar-noori

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    as it says it was reported before., gonna report anyway
     
  13. shkar-noori

    shkar-noori

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    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.
     
  14. Dantus

    Dantus

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    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.
     
  15. shkar-noori

    shkar-noori

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    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.
     
  16. shkar-noori

    shkar-noori

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

    aisenai

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    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....