public void CreateLayer()
    {
        // Create the layer
        containerObject = new GameObject("layer" + numberLayers);
        //print("THERE ARE: " + numberLayers + " LAYERS.");

        // Set the initial conditions for the layer
        containerObject.transform.parent   = container.transform;
        containerObject.transform.position = container.transform.position;

        // Set the exact offset location
        containerObject.transform.localRotation = Quaternion.Euler(new Vector3(0.0f, 90.0f, 0.0f));
        containerObject.transform.localPosition = offsetLocation;         //new Vector3(-1.0f,0,0.2f);
        containerObject.transform.localScale    = offsetScale;

        //Debug.Log("Called from this object: " +containerObject);
        //containerObject.transform.localPosition = new Vector3(-2.0f,0,0.2f);

        containerObject.gameObject.AddComponent <GridLayer>();
        GridLayer cO = containerObject.GetComponent(typeof(GridLayer)) as GridLayer;

        cO.setGrid(pixelArray);
        cO.Initialize(numberLayers, containerObject, gridObject, 8, 8);
        cO.isAnimating = true;

        /*
         * if (_isAnimated == true) {
         *      cO.isAnimating = true;
         * } else {
         *      cO.isAnimating = false;
         * }
         */

        // Add the layer to a list
        //GridLayer tG = new GridLayer();
        //tG.Initialize(containerObject,gridObject,8,8);
        gridLayers.Add(containerObject);
        numberLayers++;         // Keep track of how many layers we have made
    }