void handleJSONFile(FriendsIds _friendsIds, FriendUsers _friendUsers)
    {
        bool userExisted = true;

        if (!File.Exists(userJSONFilePath))
        {
            //create a new JSON file to edit and write the basic structure to it.
            string starterJSONText      = "{\"ids\": {}, \"users\": {}, \"lastAccess\": {}}";
            byte[] starterJSONByteArray = System.Text.Encoding.ASCII.GetBytes(starterJSONText);
            logHandler.writeToLog("creating new file: " + userJSONFilePath, Color.green);
            File.WriteAllBytes(userJSONFilePath, starterJSONByteArray);
            userExisted = false;
        }

        string       dataAsJson    = File.ReadAllText(userJSONFilePath);
        GameUserJSON _gameUserJSON = JsonUtility.FromJson <GameUserJSON>(dataAsJson);

        _gameUserJSON.ids   = _friendsIds;
        _gameUserJSON.users = _friendUsers;

        if (!userExisted)
        {
            _gameUserJSON.lastAccess = System.DateTime.Now.ToString();
        }


        currentGameUserJSON = _gameUserJSON;
        GetComponent <GameStateHandler>().player.GetComponent <Player>().gameUserJSON  = currentGameUserJSON;
        GetComponent <GameStateHandler>().player.GetComponent <Player>().followerCount = _friendsIds.ids.Count;
        dataAsJson = JsonUtility.ToJson(_gameUserJSON);
        File.WriteAllText(userJSONFilePath, dataAsJson);
        GetComponent <JSONEnemyHandler>().loadJSONDataToEnemies(currentGameUserJSON);
        //write back to the file path the modified gameUserJSON
    }
    void getFollowerUsersCallback(bool success, string response)
    {
        if (success)
        {
            friendUsers = JsonUtility.FromJson <FriendUsers>(response);
            logHandler.writeToLog("SUCCESS: " + friendUsers.items.Count + " USERS were fetched", Color.green);

            handleJSONFile(friendsIds, friendUsers);
        }
        else
        {
            logHandler.writeToLog("ERROR: " + response, Color.red);
        }
    }