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Question by Exalia · Aug 19, 2013 at 01:44 PM · androidbuguser interfaceantialiasanti aliasing

GUI Layout 'Fading' on changing QualitySettings

Hi there, I have a menu with a button that changes Anti Aliasing Settings on and off (from x0 to x4) however when I push this button my GUILayout of Buttons seem to fade out. I have decided to remove everything from my scene apart from a camera and a GUIText (the GUI text is part of my FPS reader) and I still get this problem.

I can navigate the entire menu and change resolutions without the same effect.

One the effect occurs I haven't found a way to get rid of it, it persists even when AA is changed back.

The code works fine on PC.

I'm running my app on a nexus 10

Before:

alt text

After:

alt text

screenshot_2013-08-19-16-10-33[2].png (68.8 kB)
screenshot_2013-08-19-16-10-38[1].png (68.2 kB)
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avatar image Exalia · Aug 19, 2013 at 03:43 PM 0
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Bumped :) x

avatar image Joyrider · Aug 19, 2013 at 03:49 PM 0
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Can you take screenshots? before/after

avatar image Exalia · Aug 19, 2013 at 04:03 PM 0
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Before

http://i.imgur.com/nzidExy.jpg

After

http://i.imgur.com/$$anonymous$$OQVIUf.jpg

avatar image Joyrider · Aug 19, 2013 at 04:10 PM 0
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Strange indeed, and you're doing nothing else on the push of that button?

avatar image Exalia · Aug 19, 2013 at 04:15 PM 0
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Just this yeah

   private void buttonFunc(int id)
         {
             GUILayout.Box("Anti Aliasing", myStyle3);
             if (GUILayout.Button("Off", myStyle2))
             {
                 clicked = "0";
             }
             if (GUILayout.Button("On", myStyle2))
             {
                 clicked = "4";
             }
         }
         private void OnGUI()
         { 
             else if (clicked == "0")
             {
                 QualitySettings.antiAliasing = 0;
                 clicked = "options";
             }
             else if (clicked == "4")
             {
                 QualitySettings.antiAliasing = 4;
                 clicked = "options";
             }
         } 
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Answer by Exalia · Sep 02, 2013 at 03:32 PM

This is a known bug and I've reported it to Unity they are working on it :)

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