unit – Drawing Multiple BeginArea in a BeginScrollview (GUILayout) Causes Unexpected Behavior

Well, I have a question with a GUILayout.BeginArea in a BeginScrollview.

                                if (m_searchedItems? .Length> 0)
{
m_scroll = GlobalGUI.BeginScrollView (f_isEditor, m_scroll, viewSize);

for (int y = 0; y <lines; ++ y)
{
GUILayout.BeginHorizontal ();

for (int x = 0; x <columns; ++ x)
{
// Show thumbnails of items ...

var tTexture = GetThumbnail (item);

Rect? texRect = null;

if (tTexture! = null) // Check if the texture is available or requested
texRect = GlobalGUILayout.DrawTexture (tWidth, tHeight, tText);

// The above method returns a Nullable texture. (Https://i.imgur.com/pizrwji.png)
if (texRect.HasValue)
{
// Show the title with marquee
// .... Code ....

var btnsRect = new Rect (texRect.Value.position + Vector2.up * (height - 26), new Vector2 (texRect.Value.width, 21));

// Show buttons
GUILayout.BeginArea (btnsRect, "aaaaa"); // the string "aaaaa" is used for a test
{
GUILayout.BeginHorizontal ();

if (GUILayout.Button (m_infoTexture, GUILayout.Width (21)))
GetInfo (item);

if (GUILayout.Button ("Installer"))
DoInstall (item);

GUILayout.EndHorizontal ();
}
GUILayout.EndArea ();
}
}

GUILayout.EndHorizontal ();
}

GlobalGUI.EndScrollView (f_isEditor);
}

As you can see, I'm trying to display a list of items in said BeginScrollview:

...

Of course, everyone must have two buttons to perform actions (line 30 of the code).

But, as you can see, in the image that I have attached, I have blued the test string "aaaaa" so that you can see that it is very highlighted , which allows me to understand that all BeginArea are drawn in the same position.

But what worries me the most is that the buttons are not displayed.

However, if all of this is implemented with the GUI class, this does not happen in place of the GUILayout class.

What could be the problem?