public void IncrementDisplay(bool isLeft)
    {
        int minimumNumberOfDisplayedOptions = Mathf.Min(5, listOfSprites.Length);

        spritesOnDisplay = new Sprite[minimumNumberOfDisplayedOptions];
        if (isLeft)
        {
            firstSpriteIndex = (firstSpriteIndex + 1) % listOfSprites.Length;
            lastSpriteIndex  = (lastSpriteIndex + 1) % listOfSprites.Length;
            for (int i = 0; i < minimumNumberOfDisplayedOptions; i++)
            {
                Debug.Log(spritesOnDisplay[i]);
                Debug.Log(spritesOnDisplay.Length);
                Debug.Log(listOfSprites.Length);
                Debug.Log(lastSpriteIndex);
                spritesOnDisplay[i] = listOfSprites[(firstSpriteIndex + i) % listOfSprites.Length];
            }
        }

        else
        {
            firstSpriteIndex = (firstSpriteIndex + listOfSprites.Length - 1) % listOfSprites.Length;
            lastSpriteIndex  = (lastSpriteIndex + listOfSprites.Length - 1) % listOfSprites.Length;
            for (int i = 0; i < minimumNumberOfDisplayedOptions; i++)
            {
                Debug.Log(spritesOnDisplay[i]);
                Debug.Log(spritesOnDisplay.Length);
                Debug.Log(listOfSprites.Length);
                Debug.Log(lastSpriteIndex);
                Debug.Log(firstSpriteIndex);
                spritesOnDisplay[i] = listOfSprites[(firstSpriteIndex + i) % listOfSprites.Length];
            }
        }

        CustomizableOptions.DisplayOptions(CustomizableOptions.currentlyDisplayed, CustomizableOptions.portraitRenderer.gameObject.tag);
    }
 private void OnMouseDown()
 {
     CustomizableOptions.DisplayOptions(feature.featuredCharacteristic, featureString);
 }