//_______________________________________________________________________
    //The Sacred Worldgenerator, mess with it veril88888888y\\
    //TODO: Make a world generator
    public void GenerateDebugWorld()
    {
        Debug.Log ("Starting Worldgen");
        int x = 0; int y = 0; int z =0;
        int i = 1;

        while (x < worldsize + 1) { //Generate tiles one line at a time
            Transform t = Instantiate(TileFab,new Vector3(x, y, z), Quaternion.identity) as Transform;
        //	GameObject g = t.gameObject;
            TileArray.Add (t.gameObject);
            x++;
            if (x == worldsize + 1 && z < worldsize) {
                x = ZERO;
                z++;
            }
            if (x == worldsize + 1 && z == worldsize && y > (-1*ylimit)) {
                x = ZERO;
                z = ZERO;
                y-=2;
            }

        //	Debug.Log("Made Tile: " + x + ", " + y + ", " + z + ".  Number: " + i); //comment out before building to run faster
            i++;
        }
        Debug.Log("Tile Array has " + TileArray.Count + " entries!");
        int j = ZERO;
        foreach (GameObject obj in TileArray) {
            j++;
            foreach (var comp in obj.GetComponents<Component>()) { //Debug stuff, remove later
                Debug.Log (comp.ToString());
            }
            terra =  obj.GetComponent<TerrainTile>() ;
            terra.SetTerrainTile (obj.transform.position);
            terra.updateScript ();
            obj.SetActive (false); //set inactive to prevent lag on game start by instaspawning all objects.
        }

        activeLevel = ZERO;
        initializeDictionary (); //add tilearray to dictionary
        ChangeActiveLevel ();  //set appropriate layer active
    }