// Update is called once per frame
 void Update()
 {
     if (Input.GetKeyDown(KeyCode.P))
     {
         if (Time.timeScale == 1)
         {
             Time.timeScale = 0;
             playerML.SetMouseLookSensitivity(newVec);
             crosshair.SetPaused(true);
             //playerML.enabled = false;
             //cameraML.enabled = false;
             playerML.MouseCursorForced = true;
             PauseGUI.SetActive(true);
             cursor.SetActive(true);
         }
         else
         {
             if (ControlGUI.activeSelf == false && Time.timeScale == 0)
             {
                 playerML.SetMouseLookSensitivity(oldVec);
                 playerML.MouseCursorForced = false;
                 //crosshair.Paused = false;
                 crosshair.SetPaused(false);
                 //playerML.enabled = true;
                 //cameraML.enabled = true;
                 PauseGUI.SetActive(false);
                 SaveLevel.SetActive(false);
                 cursor.SetActive(false);
                 Time.timeScale = 1;
             }
         }
     }
 }
    // Use this for initialization
    void Start()
    {
        /* Regular First Person Controller stuff */
        //playerML = GameObject.FindGameObjectWithTag("Player").GetComponent<MouseLook>();
        //cameraML = Camera.main.GetComponent<MouseLook>();

        /* For Hero character controller */
        //playerML = GameObject.FindGameObjectWithTag("Player").GetComponent<vp_FPInput>();
        //crosshair = GameObject.FindGameObjectWithTag("Player").GetComponent<vp_SimpleCrosshair>();
        playerML  = player.GetComponent <vp_FPInput>();
        crosshair = player.GetComponent <vp_SimpleCrosshair>();
        oldVec    = playerML.GetMouseLookSensitivity();
        PauseGUI.SetActive(false);
        crosshair.SetPaused(false);
        newVec = new Vector2(0.0f, 0.0f);
    }