# How to work properly with setInteractive ()?

**URL:** <https://phaser.discourse.group/t/how-to-work-properly-with-setinteractive/10088>\
**Category:** Phaser 3\
**Created:** [August 9, 2021, 3:48pm UTC](https://phaser.discourse.group/t/how-to-work-properly-with-setinteractive/10088 "2021-08-09T15:48:43Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![dvasuta](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/dvasuta/32/5297_2.png) [@dvasuta](https://phaser.discourse.group/u/dvasuta)\
**Post date:** [August 9, 2021, 3:48pm UTC](https://phaser.discourse.group/t/how-to-work-properly-with-setinteractive/10088/1 "2021-08-09T15:48:43Z")

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Hey there  
I develop a game kind of Tic Tac Toe.  
All game grid item are placed inside a container.  
Each grid item has its own setInteractive()  
Also the game has info popup with semi transparent overlay, some background and button.  
The popup itself is a separate scene that runs parallel to the game.  
Popup overlay code:

let rt = this.add.renderTexture(0, 0, gameWidth, gameHeight);  
rt.fill(0x000000, 0.5);

I need to block user interaction with the game grid  
THE PROBLEM:

1. The pop-up scene is located above the the game grid and its overlay covers the game grid, but clicks on the playing field still work. Even when I’ve added rt.removeInteractive(); . Why?
2. Then I’ve added container.disableInteractive() for game grid container. But nothing happened and all nested items are still interactive. Why? What is the point of applying disableInteractive to a container?

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<div class="post-metadata">

**Author:** ![samme](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/samme/32/5275_2.png) [@samme](https://phaser.discourse.group/u/samme)\
**Post date:** [August 9, 2021, 3:58pm UTC](https://phaser.discourse.group/t/how-to-work-properly-with-setinteractive/10088/2 "2021-08-09T15:58:17Z")

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👋

If they’re two separate scenes, pause the game scene when the popup appears.

`disableInteractive()` and `removeInteractive()` are used only after `setInteractive()` on the same game objects. So you should be calling `disableInteractive()` on the grid items. But pausing the scene is probably simpler.
