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Question by danhanly · Sep 30, 2013 at 10:07 AM · c#guilayer

GUILayer.enabled = false being ignored

I seem to be facing an error whereby I can't disable my GUI Layer.

I'm disabling the guilayer then taking a screenshot and then re-enabling it - but this doesn't seem to be working.

 private GUILayer guiLayer;

 // Use this for initialization
 void Start () {
     guiLayer = GameObject.Find("MainCamera").GetComponent<GUILayer>();
 }

 public void CaptureButton(){
     if(GUI.Button(new Rect(Screen.width-225, (Screen.height-100)+25, 200, 50), "Capture")){
         guiLayer.enabled = false;
         StartCoroutine(CaptureScreenshot());
     }    
 }
 IEnumerator CaptureScreenshot(){
     yield return new WaitForEndOfFrame();        
     //TAKE SCREENSHOT CODE
     yield return new WaitForEndOfFrame();
     guiLayer.enabled = true;
 }

I've tried removing the re-enable line at the end of the CaptureScreenshot line but the GUI stays throughout. I've even tried adding the guiLayer.enabled = false line to the Start() function with the hope that this'll illustrate whether or not the line itself is working but it's not.

Can anyone help?

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Answer by danhanly · Sep 30, 2013 at 10:32 AM

Instead of disabling the GUILayer directly, I adjusted how the button action is called and instead added a boolean to turn the gui display on and off.

It works now.

 if (showGUI){
     if(GUI.Button(new Rect(Screen.width-225, (Screen.height-100)+25, 200, 50), "Capture")){
         StartCoroutine(PauseForScreenshot());
     }
 }
 IEnumerator PauseForScreenshot(){
     showGUI = false;
     yield return new WaitForSeconds(0.1f);
     CaptureScreenshot();
     yield return new WaitForSeconds(0.1f);
     showGUI = true;
 }
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avatar image meat5000 ♦ · Sep 30, 2013 at 10:36 AM 0
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I noticed whilst enabling and disabling GUILayer and GUITextures that, on re-enable the Start() routine is not run again.

avatar image Dashpot · Oct 26, 2014 at 11:49 AM 0
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Thank you for this! I was having this same problem and this fixed it for me.

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