Multiple OnGui on Android

I found a strange thing while testing my game on Android. If I have 2 Scripts with OnGui like this:

    private void OnGUI()
    {
        if (!UIManager.InfoIsShown)
        {
            if (GUI.Button(new Rect(0, Screen.height-InfoLength, InfoLength, InfoLength), InfoTexture, new GUIStyle()))
            {
                UIManager.InfoIsShown = true;
            }
        }

}

and the second one

private void OnGUI()
{
    //scale with screencenter as center
    GUIUtility.ScaleAroundPivot(new Vector3(scale, scale), position);
    // If start is pressed, activate all scripts to start the game.
    if (!UIManager.InfoIsShown)
    {
        if (GUI.Button(button, ButtonTexture, new GUIStyle()))
        {

            InfoButton.SetActive(false);
        }
    }

The second one works, the first one doesn’t. In the Editor and in the Webdeployment both buttons work.
What’s the problem? Can’t I use multiple OnGui on an Android device? Both of them are shown on the display!

Edit:

What does “doesn’t work” mean? Do you see the two buttons? If you see them, you can’t click them? …

Both of them are displayed. When pressing the second one the code runs. When pressing the first one nothing happens.

What does “doesn’t work” mean? Do you see the two buttons? If you see them, you can’t click them? …

Multiple OnGUI work very well on Android. Where is “button” defined and what’s its content? Are you sure the button is in the visible range? Same for “position”. Are you sure it’s position is correct in relation to “button”?

My bad i see the error. I checked for Touchinput to return to the main display (where the buttons are). If a Touch or Mouseclick occures I return. In the Editor I click (once) and come back. BUT on an Android device if a Touch the display, multiple frames will receive the touch and so I instantly return.