IEnumerator AssembleSkinMenu()
    {
        skinMenuAssembled = true;

        for (int i = 0; i < tankSkins.Count; i++)
        {
            GameObject skinObj = Instantiate(skinObject, new Vector3(0, 0, 0), Quaternion.identity, skinContainer.transform);

            skinObj.transform.localPosition = new Vector3(100 + (200 * i), -80, 0);

            SkinManager skinManager = skinObj.GetComponent <SkinManager>();
            skinManager.ConfigureSkin(tankSkinNames[i], i);
            ApplyTextureToTank(skinManager.tankRenderer, tankSkins[i]);
        }

        yield return(null);
    }