I'm trying to use two separate classes with OnGUI at different depths to try and create a "notice box" that appears when certain things are called in the main script.
The second script is added to a separate gameobject instanced from the first script. The first script has a depth of 1 and the second a depth of 0.
However, the text inputs and button on the first GUI are still able to be edited/clocked respectively despite having another GUI on top of it.
Any help would be appreciated.
Inside the if block with your GUI.Button() or whatever was clicked,