//génération aléatoire des points
        private Vertex3[] GenerateBiome()
        {
            Debug.Log("enter in GenerateBiome()");

            int i = 0;

            Vertex3[] vertices = new Vertex3[numberOfPlayer + numberOfVertices + 1];

            //Génération aléatoire des points pour planètes spawns
            for (i = 0; i <= numberOfPlayer; i++)
            {
                var x = size * Random.Range(-0.7f, 0.7f);
                var y = size * Random.Range(-1f, -1.2f);
                var z = size * Random.Range(-0.7f, 0.7f);

                //vertices[i] = new Vertex3(x, y, z);
                PhotonNetwork.Instantiate(spawnPlanet.name, new Vector3(x, y, z), Quaternion.identity);
            }

            //Génération aléatoire des points pour planètes basics
            for (i = 0; i <= numberOfVertices; i++)
            {
                planetSize = Random.Range(scaleMin, scaleMax);
                var x = size * Random.Range(-1.0f, 1.0f);
                var y = size * Random.Range(-1.0f, 1.0f);
                var z = size * Random.Range(-1.0f, 1.0f);

                //vertices[i] = new Vertex3(x, y, z);

                //newPlanet.planetLocation = vertices[i];
                var planetGameObject = PhotonNetwork.Instantiate(basicPlanet.name, new Vector3(x, y, z), Quaternion.identity);
                planetGameObject.transform.localScale = new Vector3(planetSize, planetSize, planetSize);

                var planetClass = planetsClass[i];
                planetClass.gameObjectPlanet = planetGameObject;
                //assignation d'un biome
                planetClass.planetType = PlanetFeature_PUN.CreateBiome(basicPlanet, out matName);
                Material mat = Resources.Load(matName, typeof(Material)) as Material;
                planetClass.gameObjectPlanet.GetComponent <Renderer>().material = mat;
                //instanciation assets
                //AssetInstanciation_PUN asset = planetClass.gameObjectPlanet.GetComponent<AssetInstanciation_PUN>();
                //asset.type = (int)planetClass.planetType;
                //asset.SpawnAssets();
            }

            PhotonNetwork.Instantiate(victoryPlanet.name, new Vector3(0, size * Random.Range(1f, 1.2f), 0), Quaternion.identity);
            victoryPlanet.transform.localScale = new Vector3(planetSize / 2, planetSize / 2, planetSize / 2);

            return(vertices);
        }
        //génération aléatoire des points
        //TODO : set size of the planet and push points
        private void SetPlanetStruct()
        {
            //Random.state = seedServeur;
            int i = 0;

            //Génération aléatoire des points pour planètes spawns
            for (i = 0; i <= numberOfPlayer; i++)
            {
                var x = size * Random.Range(-0.7f, 0.7f);
                var y = size * Random.Range(-1f, -1.2f);
                var z = size * Random.Range(-0.7f, 0.7f);

                planetsData[i].planetID         = i;
                planetsData[i].planetLocation   = new Vector3(x, y, z);
                planetsData[i].gameObjectPlanet = spawnPlanet;
            }


            //Génération aléatoire des points pour planètes basics
            for (; i <= numberOfVertices; i++)
            {
                var x = size * Random.Range(-1.0f, 1.0f);
                var y = size * Random.Range(-1.0f, 1.0f);
                var z = size * Random.Range(-1.0f, 1.0f);

                planetsData[i].planetID = i;

                planetsData[i].planetLocation = new Vector3(x, y, z);
                planetsData[i].radiusPlanet   = (float)Random.Range(scaleMin, scaleMax);

                planetsData[i].planetType = PlanetFeature_PUN.CreateBiome(basicPlanet, out matName);

                planetsData[i].gameObjectPlanet = basicPlanet;

                Material mat = Resources.Load(matName, typeof(Material)) as Material;
                planetsData[i].gameObjectPlanet.GetComponent <Renderer>().material = mat;
            }
        }