Hi,
Thanks for the response. The buttons are working perfectly on my main menu where I have created a tk2dtextmesh, then added the tk2dbutton component to them. I've tested these and they work great.
In my actual game screen, I have a sprite on the left side, which represents the player, then I have hordes of monsters coming from the right side towards the player. When the player clicks, an icebolt is shot at the mouse's current location. I'm using raycast for this. Anyway, I was wanting to have a few buttons on this screen in order to swap between spells the player can use, fire, ice, whatever. I used the same method I did with the main screen button. I created a tk2dtextmesh, and attached a tk2dbutton component to that textmesh. I did exactly as I had for my previous button on the main menu, yet the buttons on this screen can't be clicked. I searched for quite a while and the only information I came up with is that there was a bug with the buttons while using raycast. Maybe I've been looking in the wrong place, but I've recreated this scene multiple times thinking I was just making a minor error, but all ended with unclickable buttons. I even went as far as adding a script that would be called when they're clicked with a debug log saying "clicked". No luck as of yet. I hope this is enough information, if not please let me know what else would be helpful. Thanks again.
-Jarryd
P.S The reason I'm stressing raycast is that was the only information I could find on this problem. However, when I disabled the script that used raycast, buttons still couldn't be clicked. I use raycast in the bullet that is shot when clicked, so I just disabled the bullet prefab being spawned when clicked.