// Use this for initialization
	void Start () {
		//TODO: Allow for per-object disabling of logging
		//TODO: Apply a gizmo to each Tracker object for easier finding in the Editor

		g = Gloggr.Instance;
		if (g == null)
		{
			Debug.LogError("Could not find Gloggr object. Make sure one GameObject in the scene has the Gloggr component.");
			trackingPossible = false;
		}
		else
			trackingPossible = enableTracking;

	}
	//TODO: Define events by Level of Detail in the Tracker, allow for more/less granular logging in the future.

	// Use this for initialization
	void Awake () {

        Debug.Log("awake now");

		_instance = this;
		gameObject.name = NAME;
		if (Application.isEditor)
			serverURL = developmentURL;
		else
			serverURL = releaseURL;
		events = new List<Gloggr_PlayEvent>();
		processedEvents = new List<Gloggr_PlayEvent>();
		ClearProcessedEvents(); //used if length checks are used in the future on events sent to the server
		if (initializeOnAwake)
			Initialize();
	}