private void Start()
    {
        // initialize all of the property trackers, and add them to the array.
        m_CurrentSkybox = new SkyboxProperties();
        m_CurrentHaze = new HazeProperties();
        m_CurrentBasicFog = new BasicFogProperties();
        m_CurrentFillLight = new BasicLightProperties( lightKit.Find("Fill light") );
        m_CurrentBackLight = new BasicLightProperties( lightKit.Find("Bounce light") );
        m_CurrentKeyLight = new KeyLightProperties( lightKit.Find("Directional light") );
        m_CurrentAmbientLight = new AmbientLightProperties();
        m_CurrentLightKit = GameObject.Find ("MainLightKit").transform;

        m_AtmosphereProperties = new AtmosphereProperties[]{ m_CurrentSkybox, m_CurrentHaze, m_CurrentBasicFog, m_CurrentFillLight, m_CurrentBackLight, m_CurrentKeyLight, m_CurrentAmbientLight };

        // initialize the texture list.
        loadedSkyboxes = new Dictionary<string, Dictionary<string, Texture2D>>();

        // setup the default atmosphere configuration.
        SetupDefaultConfiguration();

        // register for events.
        //		EventHandler.instance.addEventListener( ComplexEventObj.ChangeGridArea, this.gameObject, "OnChangeGridArea" );
        //		EventHandler.instance.addEventListener( BasicEventObj.ToggleThemeRenderSettings, this.gameObject, "OnToggleThemeRenderSettings" );

        // set the default state to 'on'.
        m_CurrentSubState = SubState.Init;
        this.ChangeState( SubState.On ); // this process will trigger all "hasChanged" flags to be set to true.
    }
	private void Start(){
		// initialize all of the property trackers, and add them to the array.
		m_CurrentSkybox = new SkyboxProperties();
		m_CurrentHaze = new HazeProperties();
		m_CurrentBasicFog = new BasicFogProperties();
		
		m_AtmosphereProperties = new AtmosphereProperties[]{ m_CurrentSkybox, m_CurrentHaze, m_CurrentBasicFog};

		
		// initialize the texture list.
		loadedSkyboxes = new Dictionary<string, Dictionary<string, Texture2D>>();
		
		// setup the default atmosphere configuration.
		SetupDefaultConfiguration();

		// set the default state to 'on'.
		m_CurrentSubState = SubState.Init;
		this.ChangeState( SubState.On ); // this process will trigger all "hasChanged" flags to be set to true.
	}