multi-display with two canvas

Hello,
I have a little question. I use multi-display. In one scene I have two cameras that show different perspectives of the game. Each of the two cameras has a different canvas that contains several buttons. By clicking in the respective display, however, the buttons of the two canvas are called and thus the functions behind them.
The layout of the buttons is above the respective cameras, but when you click on the respective button, the function of the other button in the other canvas is also called up.

How can I separate the canvas in the two displays so that the two canvases are no longer functionally on top of each other?

I am thankful for every help.

I think this would be accomplished by the Canvas render mode. Overlay might not be usable in this case: might have to go with one of the other modes. Primary thing to identify is how the EventSystem and user events are “Cast” into the scene to hit RaycastTarget objects (such as a button) to be consumed by them.

ALSO: if you have a full-screen Graphic object marked as RaycastTarget, it will catch all touches, and if there is a Button above it, it will pass it on up. Unity by default marks most Graphic objects (Text, Image) in scene as Raycast Target, whereas you likely only want to mark a small subset as RaycastTarget.