So I have multiple gameobjects that needs to be interactable and I've put them all in one gameobject container. But the thing is I still have to attach the script into each of the gameobjects that needs to be interactable for it to work and that seems kinda iffy when a scenario comes that I have to add more gameObjects.

Is it possible to just put the script in the container object? I tried this on my container object and I'm pretty sure I'm doing something wrong.

public GameObject spriteHandler;
GameObject sprite1;
GameObject sprite2;
GameObject sprite3;
private void Start()
    sprite1 = spriteHandler.transform.GetChild(0).gameObject;
    sprite2 = spriteHandler.transform.GetChild(1).gameObject;
    sprite3 = spriteHandler.transform.GetChild(2).gameObject;
void OnMouseDown()

  • 1
    \$\begingroup\$ What behaviour would you like the parent script to have? Right now this looks pretty placeholder, so it's hard to guess where you're planning to develop it from here. \$\endgroup\$
    – DMGregory
    Dec 10, 2020 at 0:17
  • \$\begingroup\$ Basically what's going to be in OnMouseDown() is a method from another script that opens up the dialogue when you click the sprite. That works when I assign the script with OnMouseDown() on the gameobjects individually. I'm just looking for a way so I only need to assign this script with OnMouseDown() on the parent object. Maybe I should use events? \$\endgroup\$ Dec 10, 2020 at 1:16
  • \$\begingroup\$ And is it the same dialogue no matter which sprite you click, or a different dialogue depending on the sprite? Be sure your question contains a complete description of what you need, so you don't get incomplete answers. \$\endgroup\$
    – DMGregory
    Dec 10, 2020 at 1:17
  • \$\begingroup\$ My bad. Yeah, it's basically the same dialogue. What sprite you click doesn't matter. \$\endgroup\$ Dec 10, 2020 at 1:18

1 Answer 1


It depends on your overall goals for what the gameobject is doing. But from what you have said - the preferred method would be to make the Gameobjects prefabs - and attach the interactable script to the prefabs (so as you Instantiate them - each one will have the script attached.).

Here is the documentation on Prefabs & Instantiating Prefabs:

https://docs.unity3d.com/Manual/Prefabs.html https://docs.unity3d.com/Manual/InstantiatingPrefabs.html


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