void Update()
 {
     //press o to save
     if (Input.GetKeyDown(KeyCode.O) && debugMode)
     {
         Texture2D    tex        = new Texture2D(width, height);
         GameObject[] debugcubes = GameObject.FindGameObjectsWithTag("debugCubePathfinding");
         foreach (GameObject cube in debugcubes)
         {
             pathfindingDebugInfoholder pdi = cube.GetComponent <pathfindingDebugInfoholder>();
             float f = System.Convert.ToInt32(!pdi.closed);
             tex.SetPixel((int)pdi.place.x, (int)pdi.place.y, new Color(0f, f, 0f));
         }
         byte[] bytes = tex.EncodeToPNG();
         File.WriteAllBytes(Application.dataPath + "/../pathfindingdebugimage.png", bytes);
     }
 }
    //debug funktion som skapar en kub på varje node position och byter färge på de som är closed
    public void createDebugNodes()
    {
        GameObject empty      = new GameObject();
        GameObject cubeparent = Instantiate(empty, Vector3.zero, Quaternion.identity) as GameObject;

        cubeparent.name = "debuggrid";
        for (int y = 0; y < height; y++)
        {
            for (int x = 0; x < width; x++)
            {
                GameObject cube = Instantiate(debugNodePrefab, gridposToWorld(map[x, y].pos), Quaternion.identity) as GameObject;
                cube.transform.parent = cubeparent.transform;
                cube.tag = "debugCubePathfinding";
                pathfindingDebugInfoholder pdi = cube.AddComponent("pathfindingDebugInfoholder") as pathfindingDebugInfoholder;
                pdi.place  = new Vector2(x, y);
                pdi.closed = map[x, y].Closed;
                pdi.updColor();
                //debugcubes.Add(cube);
                //if(map[x,y].Closed || map[x,y].Used){
                //	cube.renderer.material = debugMat1;
                //}
            }
        }
    }