I get this error when trying to perform a check for my gui button

I created a gui button to load level once the button is pushed because the code I was using before automatically clicked the button and loaded the level without any actual clicking of the button. So I changed my code to this.

var playGame = GUI.Button;


function Start () {

}

function Update ()
{

			if(Input.GetButtonUp ("GUI.Button")); //check to see if button is clicked
			Application.LoadLevel (1);  //load first level when button is released
			
}
var customSkin : GUISkin;

	function OnGUI() {

var buttonW : int = 100;//button width
var buttonH : int = 50;//button height
var halfScreenW = Screen.width /2; //half the screen width
var halfButtonW = Screen.height /2; //half the button width
var halfScreenH = Screen.height/1.5; //half the screen height


	GUI.skin = customSkin;
		
		GUI.Button(Rect(halfScreenW, halfScreenH, buttonW, buttonH), "Play Game!");
		
			
}

This is the error that I am currently getting.

nityException: Input Button GUI.Button is not setup.
To change the input settings use: Edit → Project Settings → Input
TitleGui.Update () (at Assets/Scripts/TitleGui.js:11)

Any help would be greatly appreciated.

Remove the Update function (as well as everything inside of it) and replace:

GUI.Button(Rect(halfScreenW, halfScreenH, buttonW, buttonH), "Play Game!");

With:

if (GUI.Button(Rect(halfScreenW, halfScreenH, buttonW, buttonH), "Play Game!")) {
    Application.LoadLevel (1);
}

Input.GetButtonUp doesn’t do what you’re expecting it to do. By using the Input Manager you can map strings to keys. http://docs.unity3d.com/Documentation/ScriptReference/Input.GetButtonUp.html

Thank you!, funny thing is that is what I had before but it was automatically loading the level without the button being pressed that is why I changed it.