Need help with creating images as commands

Hey there,

My game is going to have images displayed as commands for the player to follow.
Right now I am using text instead of images as debug, now I have my images I am having trouble with getting them to work.
I tried guiTexture.texture but it didn’t work right.

But here is my code with the debug text:

using UnityEngine;
using System.Collections;

public class Commands : MonoBehaviour {
public float Speed = 0.5f;
public static int Command = 0;
public float TimeLeft = 0;

void  Start (){
Command = Random.Range(0,5);
}

void  Update (){

TimeLeft += Time.deltaTime;

if(TimeLeft >2)
{
Respawn();
}


transform.Translate(Vector3.up * Time.deltaTime * Speed); // Translate it up

	if(transform.position.y >= 1.65f)					// Respawn it
	{
	Respawn();
	}
	
	switch(Command)
	{
	   case 1:
	         guiText.text = "Mouth";
	          break;
	   case 2:
	         guiText.text = "Eye";
	          break;
	          
	   case 3:
	         guiText.text = "Nose";
	          break;
	   case 4:
	         guiText.text = "Ear";
	          break;
	}



}


public void  Respawn (){
	
	TimeLeft = 0;
	transform.position = new Vector3(Random.Range(0.2f,0.9f), 0.4f, transform.position.z);
	Command = Random.Range(1,5);
	
}



}

Any help would be appreciated

I would create your guiTexture through the OnGUI function and then create an array of Texture2D. From there you can loop through the array and change what the default texture is for that guiTexture.