on screen joystick problem

When using the onscreen joystick on iOS devices i have noticed that i cannot using any other onscreen buttons. See below the code i use GUIButtons and below that the code for the onscreen joystick. Can someone please suggest a solution? i am not sure why when using the joystick the buttons do not register and touches.

/* GUI BUtton Code*/

function Update()
{
if(Input.touchCount > 0)
{
var touch: Touch = Input.touches[0];

	if(touch.phase == TouchPhase.Began && guiTexture.HitTest(touch.position))
	{
                  DoFunction();
            }
    }

}

/*Joystick Code */

function Update()
{
if ( !enumeratedJoysticks )
{
// Collect all joysticks in the game, so we can relay finger latching messages
joysticks = FindObjectsOfType( Joystick );
enumeratedJoysticks = true;
}

var count = Input.touchCount;

// Adjust the tap time window while it still available
if ( tapTimeWindow > 0 )
	tapTimeWindow -= Time.deltaTime;
else
	tapCount = 0;

if ( count == 0 )
	ResetJoystick();
else
{
	for(var i : int = 0;i < count; i++)
	{
		var touch : Touch = Input.GetTouch(i);			
		var guiTouchPos : Vector2 = touch.position - guiTouchOffset;

		var shouldLatchFinger = false;
		if ( touchPad )
		{				
			if ( touchZone.Contains( touch.position ) )
				shouldLatchFinger = true;
		}
		else if ( gui.HitTest( touch.position ) )
		{
			shouldLatchFinger = true;
		}		

		// Latch the finger if this is a new touch
		if ( shouldLatchFinger && ( lastFingerId == -1 || lastFingerId != touch.fingerId ) )
		{
			
			if ( touchPad )
			{
				gui.color.a = 0.15;
				
				lastFingerId = touch.fingerId;
				fingerDownPos = touch.position;
				fingerDownTime = Time.time;
			}
			
			lastFingerId = touch.fingerId;
			
			// Accumulate taps if it is within the time window
			if ( tapTimeWindow > 0 )
				tapCount++;
			else
			{
				tapCount = 1;
				tapTimeWindow = tapTimeDelta;
			}
										
			// Tell other joysticks we've latched this finger
			for ( var j : Joystick in joysticks )
			{
				if ( j != this )
					j.LatchedFinger( touch.fingerId );
			}						
		}				

		if ( lastFingerId == touch.fingerId )
		{	
			// Override the tap count with what the iPhone SDK reports if it is greater
			// This is a workaround, since the iPhone SDK does not currently track taps
			// for multiple touches
			if ( touch.tapCount > tapCount )
				tapCount = touch.tapCount;
			
			if ( touchPad )
			{	
				// For a touchpad, let's just set the position directly based on distance from initial touchdown
				position.x = Mathf.Clamp( ( touch.position.x - fingerDownPos.x ) / ( touchZone.width / 2 ), -1, 1 );
				position.y = Mathf.Clamp( ( touch.position.y - fingerDownPos.y ) / ( touchZone.height / 2 ), -1, 1 );
			}
			else
			{					
				// Change the location of the joystick graphic to match where the touch is
				gui.pixelInset.x =  Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x );
				gui.pixelInset.y =  Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y );		
			}
			
			if ( touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled )
				ResetJoystick();					
		}			
	}
}

if ( !touchPad )
{
	// Get a value between -1 and 1 based on the joystick graphic location
	position.x = ( gui.pixelInset.x + guiTouchOffset.x - guiCenter.x ) / guiTouchOffset.x;
	position.y = ( gui.pixelInset.y + guiTouchOffset.y - guiCenter.y ) / guiTouchOffset.y;
}

// Adjust for dead zone	
var absoluteX = Mathf.Abs( position.x );
var absoluteY = Mathf.Abs( position.y );

if ( absoluteX < deadZone.x )
{
	// Report the joystick as being at the center if it is within the dead zone
	position.x = 0;
}
else if ( normalize )
{
	// Rescale the output after taking the dead zone into account
	position.x = Mathf.Sign( position.x ) * ( absoluteX - deadZone.x ) / ( 1 - deadZone.x );
}
	
if ( absoluteY < deadZone.y )
{
	// Report the joystick as being at the center if it is within the dead zone
	position.y = 0;
}
else if ( normalize )
{
	// Rescale the output after taking the dead zone into account
	position.y = Mathf.Sign( position.y ) * ( absoluteY - deadZone.y ) / ( 1 - deadZone.y );
}

}

Hi, In order to make the button clickable while moving with the joystick you need to manage the multi touch with TouchCount in the Update(), here a sample:

void Update(){

if(Input.touchCount > 0){

for(int i = 0;i<Input.touchCount;i++){
			
    Touch touch = Input.GetTouch(i);
    if(touch.phase == TouchPhase.Began && buttonRect.Contains(new Vector2(touch.position.x,Screen.height - touch.position.y))){

//your code to execture

			}
			
		}
	}

}