// Update is called once per frame
    void Update()
    {
        /////////////////////////////////

        ////////////////////////////////
        //Players ray holder rotates as well
        if (!RCC.attachTop && !RCC.attachBottom)
        {
            if (RCC.attachRight && !hasTurned)
            {
                RCC.TurnRight();
                StartCoroutine(RotateRight());
            }
            if (RCC.attachLeft && !hasTurned)
            {
                RCC.TurnLeft();
                StartCoroutine(RotateLeft());
            }
        }
    }
    // Update is called once per frame
    void Update()
    {
        ////////////////////////////////
        //rotates the level depending on how high the player is from the floor when they hit the wall
        if (Mathf.Abs(GroundLevel.transform.position.y - ThePlayer.transform.position.y) > 13.5)
        {
            print("big");
            if (!RCC.attachTop && !RCC.attachBottom)
            {
                if (RCC.attachRight && !hasTurned && !isTurningRight)
                {
                    ChangeCounter(true);


                    RCC.TurnRight();

                    StartCoroutine(RotateRight());
                }
                if (RCC.attachLeft && !hasTurned && !isTurningLeft)
                {
                    ChangeCounter(false);
                    RCC.TurnLeft();
                    StartCoroutine(RotateLeft());
                }
            }
        }
        else
        {
            print("small");
            if (!RCC.attachTop && !RCC.attachBottom)
            {
                if (RCC.attachRight && !hasTurned)
                {
                    BouncePlayer(true);
                    StartCoroutine(RotateRightSmall());
                }
                if (RCC.attachLeft && !hasTurned)
                {
                    BouncePlayer(false);
                    StartCoroutine(RotateLeftSmall());
                }
            }
        }



        if (!isTurningRight && !isTurningLeft)
        {
            //Uncomment to jump off roof
            if (RCC.attachBottom || RCC.attachBottomAny /*|| RCC.attachTopAny||RCC.attachTop*/)
            {
                ThePlayer.GetComponent <Character> ().canJump = true;
            }
        }

        //makes sure the player stays in the right position

        /*if((!isTurningRight || !isTurningLeft ) && rb.velocity== Vector2.zero)
         * {
         *
         *      RCC.pnce.Char.isImmobile = false;
         *      //caThePlayer.transform.localPosition = RCC.pnce.lastPos;
         *
         * }*/
    }