GUI.Button stops working when Mobilemax Camera used?

This Mobilemax script allows for a camera orbital look around a target when the head of the character is selected by touch or a click. The problem I am having is that I have GUI.Button’s in another script which I can no longer select in game when this script is used. The GUI.Button’s don’t work in the editor, or in a build to an android device. Does anyone have an idea as to why that could be?

Thanks in advance.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MobilemaxCamera : MonoBehaviour
{

    public Transform target;
    public Vector3 targetOffset;
    public float distance = 5.0f;
    public float maxDistance = 20;
    public float minDistance = .6f;
    public float xSpeed = 150.0f;
    public float ySpeed = 150.0f;
    public int xMinLimit = -85;
    public int xMaxLimit = 85;
    public int yMinLimit = -30;
    public int yMaxLimit = 70;
    public float zoomRate = 10.0f;
    public float panSpeed = 0.3f;
    public float zoomDampening = 5.0f;

    private float xDeg = 0.0f;
    private float yDeg = 0.0f;
    private float currentDistance;
    private float desiredDistance;
    private Quaternion currentRotation;
    private Quaternion desiredRotation;
    private Quaternion rotation;
    private Vector3 position;

    private Vector3 FirstPosition;
    private Vector3 SecondPosition;
    private Vector3 delta;
    private Vector3 lastOffset;
    private Vector3 lastOffsettemp;
    //private Vector3 CameraPosition;
    //private Vector3 Targetposition;
    //private Vector3 MoveDistance;

    public HeadSelection _headSelection;

    void Start() { Init(); }
    void OnEnable() { Init(); }

    public void Init()
    {


        //If there is no target, create a temporary target at 'distance' from the cameras current viewpoint
            if (!target)
        {
            GameObject go = new GameObject("Cam Target");
            go.transform.position = transform.position + (transform.forward * distance);
            target = go.transform;
        }

        distance = Vector3.Distance(transform.position, target.position);
        currentDistance = distance;
        desiredDistance = distance;

        //be sure to grab the current rotations as starting points.
        position = transform.position;
        rotation = transform.rotation;
        currentRotation = transform.rotation;
        desiredRotation = transform.rotation;

        xDeg = Vector3.Angle(Vector3.right, transform.right);
        yDeg = Vector3.Angle(Vector3.up, transform.up);
    }

    /*
      * Camera logic on LateUpdate to only update after all character movement logic has been handled.
      */
    void LateUpdate()
        {
        if(!_headSelection.HeadSelect)
        {
            //Debug.Log("Head is unselected");
        }
       
        if (_headSelection.HeadSelect)
        {
            //Debug.Log("Head is selected");
            // If Control and Alt and Middle button? ZOOM!
            if (Input.touchCount == 2)
            {
                Touch touchZero = Input.GetTouch(0);

                Touch touchOne = Input.GetTouch(1);



                Vector2 touchZeroPreviousPosition = touchZero.position - touchZero.deltaPosition;

                Vector2 touchOnePreviousPosition = touchOne.position - touchOne.deltaPosition;



                float prevTouchDeltaMag = (touchZeroPreviousPosition - touchOnePreviousPosition).magnitude;

                float TouchDeltaMag = (touchZero.position - touchOne.position).magnitude;



                float deltaMagDiff = prevTouchDeltaMag - TouchDeltaMag;

                desiredDistance += deltaMagDiff * Time.deltaTime * zoomRate * 0.0025f * Mathf.Abs(desiredDistance);
            }
            // If middle mouse and left alt are selected? ORBIT
            if (Input.touchCount == 1 && Input.GetTouch(0).phase == TouchPhase.Moved)
            {
                Vector2 touchposition = Input.GetTouch(0).deltaPosition;
                xDeg += touchposition.x * xSpeed * 0.002f;
                xDeg = ClampAngle(xDeg, xMinLimit, xMaxLimit);
                yDeg -= touchposition.y * ySpeed * 0.002f;
                yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);

            }
            desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
            currentRotation = transform.rotation;
            rotation = Quaternion.Lerp(currentRotation, desiredRotation, Time.deltaTime * zoomDampening);
            transform.rotation = rotation;


            if (Input.GetMouseButtonDown(1))
            {
                FirstPosition = Input.mousePosition;
                lastOffset = targetOffset;
            }

            if (Input.GetMouseButton(1))
            {
                SecondPosition = Input.mousePosition;
                delta = SecondPosition - FirstPosition;
                targetOffset = lastOffset + transform.right * delta.x * 0.003f + transform.up * delta.y * 0.003f;

            }

            ////////Orbit Position

            // affect the desired Zoom distance if we roll the scrollwheel
            desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance);
            currentDistance = Mathf.Lerp(currentDistance, desiredDistance, Time.deltaTime * zoomDampening);

            position = target.position - (rotation * Vector3.forward * currentDistance);

            position = position - targetOffset;

            transform.position = position;

        }


    }
    private static float ClampAngle(float angle, float min, float max)
    {
        if (angle < -360)
            angle += 360;
        if (angle > 360)
            angle -= 360;
        return Mathf.Clamp(angle, min, max);
    }
}

[Answer]

After a lot of screwing around with this camera script and another that I have that doesn’t have this problem, I found that the following must be included and toggled off and on in the LateUpdate() Method:

when orbit look is used
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;

when orbit look is not used
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;

I am not sure why. If someone could explain this, I would be very grateful.