/// <summary>
        /// Despawn the specified gameObject, placing it back into it's respective pool
        /// </summary>
        /// <param name="gameObject">Game object to despawn</param>
        public static void Despawn(GameObject gameObject)
        {
            RFGameObjectPoolMember rpm = gameObject.GetComponent <RFGameObjectPoolMember>();

            if (rpm != null)
            {
                rpm.objectPool.Despawn(gameObject);
            }
            else
            {
                GameObject.Destroy(gameObject);
            }
        }
        /// <summary>
        /// Despawn the specified gameObject.
        /// </summary>
        /// <param name="gameObject">Game object to despawn</param>
        public void Despawn(GameObject gameObject)
        {
            // Make sure the despawned object belongs in THIS pool.
            RFGameObjectPoolMember rpm = gameObject.GetComponent <RFGameObjectPoolMember>();

            if (rpm != null)
            {
                if (rpm.objectPool == this)
                {
                    gameObject.SetActive(false);
                    inactiveObjects.Push(gameObject);
                }
                else
                {
                    // The game object is a member to a different pool.  Programmer error in despawn request?
                    Debug.Log("Despawning a gameobject to the wrong OBJECT POOL! Redirecting.");
                    rpm.objectPool.Despawn(gameObject);
                }
            }
            else
            {
                GameObject.Destroy(gameObject);
            }
        }