Canvas conflicts

I have a canvas within a cube that displays text with OnMouseDown when clicked on. I also put in a button that when clicked on takes you to an external webpage. However, when I add the button, only the button works, and I can no longer interact with the Canvas text. Is there some kind of conflict within the Canvas element that keeps them from both working at the same time?
I also tried putting the button on a second canvas and adding a Graphic Raycaster but had the same outcome.

yes, there is this little checkmark called “raycast target” on each graphic component (like image or text).
If checked, the mouse click will be consumed (elements behind will not get notified). If it is not checked the mouse click is not consumed but it also is not interactable any more.
It doesn’t has to do with the canvases, so your problem cannot be solved by using different canvases.
It is all handled inside the Event System of your scene. I am not sure… maybe you can extend the event system to allow raycasts without consuming…

EDIT: I just realized that I am not completely right. The logic lies inside PointerInputModule (StandaloneInputModule derives from that) which handles only the first object.

Ok, thanks for your answer. Somehow I got it to work together. I think I didnt have my button as a child of the Canvas.
I am trying to put a few hotspots in a 360 photo that you can click on and get more information. But the canvas has to be a child of a gameobject- I used a transparent Cube. So do you think it is possible to do this in multiple locations?