GUIStyle Button over GuiStyle not working

I’ve made a game menu with GUIStyle Button. Everything works great, but when I make another GUIStyle for a floating background texture (a glass behind the menu buttons), the button don’t triggers anymore.


    var Button1 : GUIStyle;
    var Back_Glass: GUIStyle;
    var Error : GUIStyle;
    var NoPoints : boolean = false;
    var Points : int = 0;

    function OnGUI () {
    GUI.Button (Rect (Screen.width/2-450,Screen.height/2-140,900,350), "", Back_Glass);
    if (Button1_Enable == false){
       if (GUI.Button (Rect (Screen.width/2-400,Screen.height/2,200,70), "", Button1)){
       if (Points >= 10){
    	    Button1_Enable = true;
            Points = (Points - 10);
        else {
            NoPoints = true;
    if (NoPoints == true){
	GUI.Button (Rect (Screen.width/2-128,Screen.height-96, 256,32), "", Error);

function CountDown(){
	yield WaitForSeconds(2);
	NoPoints = false;

In this code, if the button is pressed, and the player don’t have enough points to enable the level, the button triggers a message that appear (for 2 second using StartCoroutine).

The message don’t appears if I use the glass background, but appears normally if I set none texture or remove the code.

I know I’m using a GUI Button to show a texture only, but as I’m new to scripting, and couldn’t find another way to make the floating background to the menu buttons.


Solved the problem changing the background var from GUIStyle to Texture and using GUI.DrawTexture.