# SetInteractive Order is prioritized instead of gameObject depth when receiving events for overlapped gameObjects

**URL:** <https://phaser.discourse.group/t/setinteractive-order-is-prioritized-instead-of-gameobject-depth-when-receiving-events-for-overlapped-gameobjects/13990>\
**Category:** Phaser 3\
**Created:** [February 14, 2024, 3:58pm UTC](https://phaser.discourse.group/t/setinteractive-order-is-prioritized-instead-of-gameobject-depth-when-receiving-events-for-overlapped-gameobjects/13990 "2024-02-14T15:58:38Z")\
**Posts on this page:** 1\
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**Author:** ![Q16solver](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/q16solver/32/8051_2.png) [@Q16solver](https://phaser.discourse.group/u/Q16solver)\
**Post date:** [February 14, 2024, 11:12pm UTC](https://phaser.discourse.group/t/setinteractive-order-is-prioritized-instead-of-gameobject-depth-when-receiving-events-for-overlapped-gameobjects/13990/3 "2024-02-14T23:12:54Z")

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Thanks for the reply! So far the closest issue I found was overlapping containers [Problem with over/out events for two overlapping containers - #2 by samme](https://phaser.discourse.group/t/problem-with-over-out-events-for-two-overlapping-containers/8791/2)  
This seems to be a similar issue except this also doesn’t seem to work even though there are no containers here, I tried debugging to the source code, and it might be some hit area priority that’s incorrect since it’s based on setInteractive order, should I raise this as an issue on github?

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_[View the full topic](https://phaser.discourse.group/t/setinteractive-order-is-prioritized-instead-of-gameobject-depth-when-receiving-events-for-overlapped-gameobjects/13990)._
