GUIText event not registering

Hi all, sorry for the rather seemingly simple question. I’m currently testing out having text display on screen, triggered by a box collider in order to hopefully build it into something more detailed later. I’m just using GuiText right now for simplicity’s sake, but I’m having a problem with getting the current even to take. My code is just:

private Animator anim;
public string[] dialogue;
public GUIText output;
private int currentLine = 0;

void OnTriggerEnter (Collider collider)
{
	anim = collider.GetComponent<Animator> ();
	anim.SetBool ("isIdle", true);
	output.enabled = true;
	output.text = dialogue[0];

}

void OnGui () 
{
	Event e = Event.current;
	if(e.isKey && e.keyCode)
	{
		Debug.Log ("Pressed Return");
		/*currentLine++;
		if (currentLine < dialogue.Length) {
			output.text = dialogue[currentLine];
		}
		else
		{
			currentLine = 0;
			output.enabled = false;
			//anim.SetBool ("isIdle", false);
		}*/
	}
}

As you can see, I’ve commented out the part where I actually advance the dialogue (which doesn’t work either right now). I’m just checking the log right now. No matter how many times I press return, it doesn’t seem to register. I can’t see anything in my code that could cause this. As far as I understand, Events are checked automatically so that any time I press Return, it should be logged.

OnGUI not OnGui

Very, Very simple, dude

	/////////////////////////////

	using UnityEngine;

	using System.Collections;

	public class GuiClass: MonoBehaviour {

	private bool register = false;



	private OnGUI()  

    	{

	if(GUI.Button(new Rect(284, 690,  100, 50), "Register")){

    	register = true;

	}

	if (GUI.Button(new Rect(220,810, 60, 50),"Back")){

    	register = false;

	}

	if(register) {

	//YourCODE...

	}
    }