GUI button's disappearing behind full screen Texture

hey guy and gals! im working on a main menu screen. pretty simple, i have a full screen texture script and a load level script but heres the rub, when i play the game the GUI button textures appear behind the full screen texture. now if i unclick the check box by the full screen texture script i can see the buttons and if i click it again the buttons appear correctly above the full screen texture. i’ve tried rebuilding the scene a couple of times and heres the weird part, at first it will all display correctly then it’ll go back to being hidden.

photo ScreenShot2013-03-12at43928PM_zps234c667e.png

photo ScreenShot2013-03-12at43945PM_zps010e5a1c.png

photo ScreenShot2013-03-12at43958PM_zps409da510.png

i thought maybe it was an order issue kinda like layers over lapping in photoshop but i’ve moved them into different orders and i get the same issue. both the scripts are applied to a empty Gameobject.

below are the two scripts im using in case its a scripting error.

here is the script for my load level button

var levelToLoad:String;
var graphic = TextureGUI(); //(28,23);
var startPoint = Location();
var GUIColor:Color = Color.white;
var noGuiStyle : GUIStyle;

function Start() {
	graphic.setAnchor();
}

function Update() {
	if (graphic.texture){
		startPoint.updateLocation();
	}
}

function OnGUI() {
	GUI.color = GUIColor;
	if (GUI.Button(Rect(graphic.offset.x+startPoint.offset.x,graphic.offset.y+startPoint.offset.y,graphic.texture.width,graphic.texture.height),graphic.texture,noGuiStyle)) {
		Application.LoadLevel("test_tunnel");					
	}			
}

and here is the display full screen script

@script ExecuteInEditMode()
var graphic = TextureGUI(); //(28,23);
var GUIColor:Color;

function OnGUI() {
	GUI.color = GUIColor;
	if (graphic.texture) {
		GUI.DrawTexture(Rect(graphic.offset.x,graphic.offset.y,
						Screen.width,Screen.height),
						graphic.texture,ScaleMode.StretchToFill,true);
	}
}

function AlphaUp(change:float) {
	GUIColor.a += change;
}

function setStartColor(color:Color) {
	GUIColor = color;
}


function setDelay(delay:float) {
	if (GUIColor.a > .5) {
		GUIColor.a += delay;
	} else {
		GUIColor.a -= delay;
	}
}

function AlphaDown(change:float) {
	GUIColor.a -= change;
}

thanks for any help you guys can give me!

-Mike

for this simply use GUI.depth

just add :

GUI.depth = -1;

to the button script (inside the GUI function), problem solved!