private void SuccToMech()
    {
        if (Mathf.Approximately(rb.rotation, 0))
        {
            rb.angularVelocity = 0;
        }
        timer += Time.deltaTime;
        if (timer < 1f)
        {
            rb.velocity = new Vector2((localMech.transform.position.x - transform.position.x) * 10, (localMech.transform.position.y - transform.position.y) * 10);
        }
        else
        {
            PRMC.hasMech = true;
            PRMC.getInMech(localMech);
            localMech.GetComponentInParent <Mech_Movement_1>().isPiloted = true;
            localMech.GetComponentInParent <Mech_Movement_1>().player    = gameObject;
            localMech.transform.parent.GetChild(2).GetComponent <BoxCollider2D>().enabled = true;
            rb.gravityScale    = 0;
            rb.angularVelocity = 0;
            rb.rotation        = 0;
            rb.velocity        = Vector2.zero;
            rb.gameObject.GetComponent <CircleCollider2D>().enabled = false;

            /*transform.rotation = Quaternion.Euler(0,0,0);
             * transform.GetChild(0).transform.rotation = Quaternion.Euler(0, 0, 0);*/// Might fix with later, now its not important!
            timer = 0;
        }
    }