Convert InputGetAxis to touch/GUI buttons

I got this tank controller from the asset store and I am trying to make it run on my Tab. The problem is I don’t know how to convert the input from axis (WASD, arrow keys) to touches/gui buttons with multitouch; Here’s the code (not giving away anything here as the actual script for tank controller is separate; this is mere an input script)

public Texture btnTexture;
public bool enableUserInput = true;

public float steerG = 0.0f;
public float accelG = 0.0f;
		

void Update(){
	if(enableUserInput){
		accelG = Input.GetAxis("Vertical");
		steerG = Input.GetAxis("Horizontal");
	}		
	
}

void FixedUpdate(){
	
	//float accelerate = 0;
	//float steer = 0;

			
	UpdateWheels(accelG,steerG);
	
}
void OnGui (){
	
	if (!btnTexture) {
        Debug.LogError("Please assign a texture on the inspector");
        return;
    }
    if (GUI.Button(new Rect(10, 10, 50, 50), btnTexture))
		Debug.Log("I was supposed to accelerate");

}

The problem is I don’t even get the button rect on screen, is not drawn let alone make it run amok on the map. Please advise.

Not exactly an answer - everything works fine, buttons stay in place regardless the screen rezolution, multitouch works - however this weird behavior occurs: every other control (DriveBackwards and Right now) won’t work. I added Right code first, worked, added Left - left worked right stopped to work. Do I have a typo somewhere or is worse?

using UnityEngine;
using System.Collections;

public class PlayerTracksController : TankTracksController {

	public float steerG = 0.0f;
	public float accelG = 0.0f;
	public GUITexture buttonTurnRight;
	public GUITexture buttonTurnLeft;
	public GUITexture buttonDriveBackwards;
	public GUITexture buttonDrive;
	public bool Right = false;
	public bool Left = false;
	public bool DriveBackwards = false;
	public bool Drive = false;
	
	void MovementControl(Vector2 position)
{
	if (buttonTurnRight.GetScreenRect().Contains(position))
	{
		Right = true;
	}
	if (buttonTurnLeft.GetScreenRect().Contains(position))
	{
		Left = true;
	}
	if (buttonDriveBackwards.GetScreenRect().Contains(position))
	{
		DriveBackwards = true;
	}
	if (buttonDrive.GetScreenRect().Contains(position))
	{
		Drive = true;
	}


}

	void Update(){
			
		
		Right = false;
		Left = false;		
		DriveBackwards = false;
		Drive = false;
		
		for (int i=0; i<Input.touchCount; i++)
		{
		MovementControl(Input.touches*.position);*
  •  }*
    
  •  if (Input.GetMouseButton(0))*
    
  •  MovementControl(Input.mousePosition);*
    
  •  if (Right)*
    
  •  	{*
    
  •  		steerG = 1.0f;*
    
  •  	}*
    
  •  	else*
    
  •  	{*
    
  •  		steerG = 0.0f;*
    
  •  	}*
    
  •  if (Left)*
    
  •  	{*
    
  •  		steerG = -1.0f;*
    
  •  	}*
    
  •  	else*
    
  •  	{*
    
  •  		steerG = 0.0f;*
    
  •  	}*
    
  •  if (DriveBackwards)*
    
  •  	{*
    
  •  		accelG = -1.0f;*
    
  •  	}*
    
  •  	else*
    
  •  	{*
    
  •  		accelG = 0.0f;*
    
  •  	}*
    
  •  if (Drive)*
    
  •  	{*
    
  •  		accelG = 1.0f;*
    
  •  	}*
    
  •  	else*
    
  •  	{*
    
  •  		accelG = 0.0f;*
    
  •  	}*
    

}

  • void FixedUpdate(){*

  •  UpdateWheels(accelG,steerG);*
    

}

}