Problem with continuous touch in IOS

Hello Unity Community!
I am a beginner making my first game on unity, i have searched for a solution and could not find one in the forums, i put my trust in you…

I am trying to stack a few buttons (around 10) vertically one on top of the other to create a sort of a scale for sounds.
the problem is i need it to activate more then one button with one continuous touch…
in other words: i would like to touch the screen and drag my finger across the 10 buttons, and have them all pressed…
currently with a continuos touch, it only recognizes the first button i touched…

i am aware i could have approached this from the wrong angle, so i include my touch_logic script:

using UnityEngine;
using System.Collections;

public class TouchButtonLogic : MonoBehaviour
{

void Update ()
{
//check for touch
if(Input.touches.Length <= 0)
{
//if no touches detected
}

else //if there is a touch
{
for(int i=0; i<Input.touchCount; i++) //loop through touches on screen
{
if(this.guiTexture.HitTest(Input.GetTouch(i).position))//execute for current touch
{
//if current touch hits our button, run this code

if(Input.GetTouch(i).phase==TouchPhase.Began)
{
print ("the touch has began " + this.name);
audio.Play();
}

if(Input.GetTouch(i).phase==TouchPhase.Ended)
{
print ("the touch has ended " + this.name);
audio.Stop();
}

}
}
}
}

}

thank you in advance.

 for(int i=0; i<Input.touchCount; i++) //loop through touches on screen

I beg your pardon O_o??

I would first create a class with your GUITextures :

public class Test_Button
{
public gameObject goGuiTexture; // your gameobject with the GUITexture
public GUITexture guiTexture; // your GUITexture component;
public isActive; // to define if pressed
}

What I use to do is to loop in a list if I detect a touch (mouse or finger):

bool doReset = true;
if(Input.touchCount == 1)
{
doReset = true;

foreach(Test_Button button in buttonList)
{
    if(!button.active)
    {
       if(button.guiTexture.HitTest(Input.touches[0].position))
       {
           button.active = true;
       }
    }
}
else
{
// reset all active button if no fingers
if(doReset)
{
foreach(Test_Button button in buttonList)
{
    button.active = false;
}
doReset = false;
}
}

TouchPhase.Moved is what you want.