Hello all, Again, I apologize in advance if my question may be too silly or newbie. I did try googling before asking, and still can't manage by myself. In my game, I added a large number of audio and video files as GameObjects. Each of them has a pre-set audio or video source, and a specific name that is easy to remember and track in the game. What I need: 1) All sounds are played at the beginning, all at once. I know I can disable them from PlayOnAwake one by one, is there a way to do it to whole directory? Not important if by code or built-in function in Unity itself. 2) This question is more important. How can I run an audio or video file using relevant GameObject's name? I tried this: Code (CSharp): GameObject thisObject = GameObject.Find("musTheme3"); thisObject.GetComponent<AudioSource>().Play(); and also this: Code (CSharp): GameObject Common_Sounds = new GameObject(); Common_Sounds.SetActive(true); foreach (Transform thisObject in Common_Sounds.transform) { if (thisObject.name == "musTheme3") { thisObject.gameObject.SetActive(true); thisObject.gameObject.GetComponent<AudioSource>().Play(); Debug.Log(thisObject.gameObject.GetComponent<AudioSource>()); } } But it seems that computer can't find relevant GameObject. ALso, I am not sure that even if he does find it, how to correctly play it? 3) Same about videos, but it can be more complex. First, the computer must find a video GameObject by name, then play it. All videos must be played on full-screen, and only when activated. This is code I tried: Code (CSharp): GameObject thisObject = GameObject.Find("movIntro"); VideoPlayer thisVideo = thisObject.GetComponent<VideoPlayer>(); thisVideo.Play(); I have basic skills with generic Visual Studio, but Unity has a completely different approach. Thank you in advance, Evgenie