You've given no info that would help me pinpoint the issue here. What are the specs on the laptop? What videocard? What is its max texture size? What size is your atlas? Does the videocard support shaders or is it a shoddy old Intel card? Details are key.
I have been having the same lingering issue since the start when I bought the system.
Frankly, I think it is something I am doing wrong.
1) The GUI is built around a GameController object. Essentially it is one persistent body that has all the GUI's. Each GUI set, with camera, anchor, panel etc. is a child of the GameController, eg.
GameController/MainMenu, GameController/SinglePlayerMenu
To switch between menus, GameObject.SetActive() is used.
NOTE - this works perfectly well on 3 computers. One is WinXP with GeForce 9800GTX+ (dev machine).
I have been testing the builds on a computer with GeForce GTX 670 and another one which I don't know the specifics of, it works perfectly on those two and also possibly on a third.
Two computers, a laptop with GeForce 540m and another computer with unknown graphics card had problems with it - none of the GUI's displayed at all, but the GameController successfully printed out debug messages that state them being activated, deactivated etc.
Atlas being used is SciFi Atlas, each of the GUI's (6 of them each with ~30 items) uses it. I don't know what actually goes on with the atlases, or how to check the size of.
I hope we can work out a solution for this problem - I bet there will be more people running into this same problem. It would be *preferable* that a game could work on as many of the clients machines as possible, using this GUI - which I actually love using and have been promoting to colleagues. Besides this minor unforeseen hickup, I think this GUI system you've built us is excellent work! Both thumbs up for you and your work!