public void CheckNeighbors()
    {
        name = "HeatmapObject @ " + Time.time;
        foreach (Collider other in Physics.OverlapSphere(transform.position, combineRadius))
        {
            HeatmapObject hmo = other.GetComponent <HeatmapObject>();
            if (hmo && hmo.owner != this.owner)
            {
                HeatmapObject.collisionPairs.Add(new HeatmapCollisionPair(this, hmo));
//				Debug.Log("add:"+hmo);
            }
            else
            {
            }
        }
        HeatmapObject.ResolveCollisions();
    }
 public HeatmapCollisionPair(HeatmapObject _a, HeatmapObject _b)
 {
     a = _a; b = _b;
 }