public void CreateVoid()
    {
        LayerMask  cLevel   = selectedObjects[0].layer;
        GameObject tempRoom = MergeMesh();

        CurrentRoom     = tempRoom;
        CurrentRoom.tag = "exterior";

        CurrentRoom.AddComponent <MeshRenderer>();
        CurrentRoom.AddComponent <MeshCollider>();
        CurrentRoom.GetComponent <Renderer>().material = matExterior;
        CurrentRoom.transform.SetParent(parentExterior.transform);

        CurrentRoom.name = "Exterior";

        GameObject nameText = new GameObject();

        nameText.AddComponent <TMPro.TextMeshPro>();
        nameText.GetComponent <TMPro.TextMeshPro>().text = "Exterior";
        nameText.transform.position = CurrentRoom.GetComponent <Renderer>().bounds.center + new Vector3(0, 0.1f, 0);
        nameText.transform.parent   = CurrentRoom.transform;
        nameText.GetComponent <TextMesh>().alignment          = TextAlignment.Center;
        nameText.GetComponent <TMPro.TextMeshPro>().alignment = TMPro.TextAlignmentOptions.Center;
        nameText.GetComponent <TMPro.TextMeshPro>().fontSize  = 10;
        nameText.transform.localRotation = Quaternion.Euler(90, 0, 0);
        CurrentRoom.layer = cLevel;
        nameText.layer    = cLevel;

        Deselect();
    }
    /// <summary>
    /// adding the  name as text to the displayed room mesh
    /// this is where we would also initialise serialisation (to pass to the next configurator)
    /// </summary>
    public void NameRoom()
    {
        //var tiles = GameObject.FindGameObjectsWithTag("tile");

        string rname = inputText.text;

        CurrentRoom.name = rname;
        GameObject nameText = new GameObject();

        nameText.transform.SetParent(CurrentRoom.transform);
        nameText.AddComponent <TMPro.TextMeshPro>();
        nameText.GetComponent <TMPro.TextMeshPro>().text = rname + "\n " + (Math.Round(currentArea)).ToString() + " m²";

        nameText.name = (Math.Round(currentArea)).ToString() + " m²";
        nameText.transform.position = CurrentRoom.GetComponent <Renderer>().bounds.center + new Vector3(0, 0.1f, 0);
        nameText.transform.parent   = CurrentRoom.transform;

        nameText.GetComponent <TMPro.TextMeshPro>().alignment = TMPro.TextAlignmentOptions.Center;
        nameText.GetComponent <TMPro.TextMeshPro>().fontSize  = 10;

        CurrentRoom.GetComponent <EG_room>().Name = rname;

        StartCoroutine(FindObjectOfType <VisibilityController>().DelayStart());

        nameText.transform.localRotation = Quaternion.Euler(90, 0, 0);
        nameText.layer = CurrentRoom.layer;
    }
    /// <param name="rType"> room type comes with a set of parameters defining creation criteria; currently embedded in a json </param>
    public void CreateRoom(string rType, float minSize, Color rColour, Color rColourO, bool circ)
    {
        // check whether there are no disjointed segments
        LayerMask cLevel = selectedObjects[0].layer;

        if (AllMeshesHasCommonEdges(selectedObjects))
        {
            GameObject tempRoom = MergeMesh();
            float      rArea    = CalculateSurfaceArea(tempRoom.GetComponent <MeshFilter>().sharedMesh);
            currentArea = rArea;

            // find closest level and its height
            var height = tempRoom.GetComponent <MeshFilter>().sharedMesh.bounds.center.y;
            Tuple <float, float> levelParams = FindAssociatedHeightAndLevel(height);

            var vertices2D = Outline2DArray(tempRoom.GetComponent <MeshFilter>().mesh);


            float delay = 0f;
            if (minSize > rArea)
            {
                StartCoroutine(UIController.DisplayWarning(3f, "Area of the room (" + rArea + "m2) is smaller than minimum area specified for the " + rType + " room type: " + minSize + "m2"));
                delay = 3f;
            }

            // create room
            CurrentRoom     = tempRoom;
            CurrentRoom.tag = "room";
            CurrentRoom.AddComponent <MeshRenderer>();
            CurrentRoom.AddComponent <MeshCollider>();
            CurrentRoom.GetComponent <Renderer>().material = matTemplate;
            CurrentRoom.GetComponent <Renderer>().material.SetColor("_Color", rColour);
            CurrentRoom.GetComponent <Renderer>().material.SetColor("_FirstOutlineColor", rColourO);


            CurrentRoom.AddComponent <EG_room>();
            CurrentRoom.GetComponent <EG_room>().Type        = rType;
            CurrentRoom.GetComponent <EG_room>().Area        = rArea;
            CurrentRoom.GetComponent <EG_room>().Vertices    = vertices2D;
            CurrentRoom.GetComponent <EG_room>().Level       = levelParams.Item1;
            CurrentRoom.GetComponent <EG_room>().Height      = levelParams.Item2;
            CurrentRoom.GetComponent <EG_room>().Edges       = new List <bool>();
            CurrentRoom.GetComponent <EG_room>().Circulation = circ;

            CurrentRoom.layer = cLevel;

            CurrentRoom.transform.SetParent(parentRoom.transform);

            StartCoroutine(UIController.EnableInputField(delay));
        }
        else
        {
            StartCoroutine(UIController.DisplayWarning(3f, "Room can be created only from tiles that have at least one common edge."));
            foreach (GameObject obj in selectedObjects)
            {
                obj.SetActive(true);
            }
        }

        Deselect();
    }