void Start()
    {
        //if credit button found, populate CreditsMenu object handle

        if (GameObject.Find("CreditsMenu") != null)
        {
            //disables CreditsMenu on startup
            CreditsMenu = GameObject.Find("CreditsMenu");
            CreditsMenu.SetActive(false);
        }
        BackgroundMenu = GameObject.Find("MenuBackground");

        InventoryMenu = GameObject.Find("InventoryBackground");
        BackgroundMenu.SetActive(false);
        TargetTile = GameObject.Find("Highlight");

        if (GameObject.Find("GlobalManager").GetComponent <GlobalMan>())
        {
            if (GameObject.Find("GlobalManager").GetComponent <GlobalMan>().data.depth != 0)
            {
                dungeonDepth = GameObject.Find("GlobalManager").GetComponent <GlobalMan>().data.depth;
                Debug.Log("1DEPTH REEEEEEE " + dungeonDepth);
                GameObject.Find("GlobalManager").GetComponent <GlobalMan>().data.depth = 0;
            }
            else
            {
                dungeonDepth = 1;
            }
        }
        else
        {
            dungeonDepth = 1;
        }



        //LLB.GetComponent<Inventory>().isFull = playerData.isFull;
        //LLB.GetComponent<Inventory>().items = playerData.items;
        //LLB.GetComponent<Inventory>().slots = GameObject.FindGameObjectsWithTag("InventorySlot");

        //LLB.GetComponent<LLB>().health = playerData.health;
        LLB.GetComponent <LLB>().DungeonDepth = dungeonDepth;
        Debug.Log("2DEPTH REEEEEEE " + dungeonDepth);

        // Random.seed = System.DateTime.Now.Millisecond; // Seed generator
        Random.InitState(System.DateTime.Now.Millisecond); // Unity's preferred way to seed the RNG
        Debug.Log(board);
        if (board != null)                                 //if board is loaded
        {
            Debug.Log("We're about to instantiate the board generator");
            // board = new BoardGenerator(1000, 1000); // Removed this line to comply with Unity better
            board = gameObject.AddComponent(typeof(BoardGenerator)) as BoardGenerator;
            board.LoadTileSprites();
            board.LoadItemSprites();
            board.setBoardSize(2500, 2500);
            board.setDungeonDepth(dungeonDepth);
            // board.setDungeonDepth(10); // Testing boss level
            Debug.Log("Generate!");
            board.generate();
            Debug.Log("Should be generated at depth: " + dungeonDepth);
            board.HamsterEntity = GameObject.Find("Player");
            board.GenMap(0);
            Debug.Log("GM SEES " + board.map[499, 500].tileType);
            board.printRecords();
        }
    }