//Handle the Click event
 protected virtual void HandleClick()
 {
     inventorySpt = GetComponent<VRInteractiveItem>().inventoryScript;
     Debug.Log(inventorySpt.retrieveObjectFromInventory(inventorySpt.activeItem).name);
     if (Input.GetButtonDown("aButton") && inventorySpt.retrieveObjectFromInventory(inventorySpt.activeItem).name.Contains(gateItemName)) {
         clickSuccess();
     }
 }
        //Handle the Down event
        protected virtual void HandleDown()
        {
            inventorySpt = GetComponent<VRInteractiveItem>().inventoryScript;
            selectionRadial = GetComponent<VRInteractiveItem>().radial;
            // User must press A to interact with the object, negates the case of user holding A previous to interaction
            if (Input.GetButtonDown("aButton") && inventorySpt.retrieveObjectFromInventory(inventorySpt.activeItem).name.Contains(gateItemName))
            {
                holding = true;
                selectionRadial.enabled = true;
                Debug.Log("Show down state");
                //m_Renderer.material = m_DownMaterial;
            }
            if (holding)
            {
                selectionRadial.fillAmount = timer / holdTime;
                timer += Time.deltaTime;
                if (timer >= holdTime || holdTime == 0)
                {
                    selectionRadial.enabled = false;
                    holdSuccess();
                }
            }

            //START HERE FOR RADIAL FADING
            if (!holding) {
                selectionRadial.fillAmount = 0;
                selectionRadial.enabled = false;
                timer = 0;
            }
        }