private void Start()
    {
        m_currentScore = 0;
        // Initialize m_highScores to 0 if no file exists on Disk
        PlayerHighScores scores = m_highScoreTracker.LoadScores();

        if (scores == null)
        {
            for (int i = 0; i < 10; i++)
            {
                m_highScores.Add(0);
                //m_highScores[i] = 0;
            }
        }
        else
        {
            m_highScores = scores.HighScores;
        }

        if (m_player == null)
        {
            m_player = GameObject.FindGameObjectWithTag("Player");
        }

        // We cannot spawn until the initial countdown has finished. So the initial spawnTime needs to take this into account
        m_nextObstacleSpawnTime = Time.time + GameManager.S.m_countdownLength + m_timeBetweenSpawns;
        print("Setting Spawn time to: " + m_nextObstacleSpawnTime);

        // Set Coin spawn time to a ridiculously high number to ensure that all obstacles are spawned first;
        m_nextCoinFormationSpawnTime = Time.time + 1000f;

        // Set when we should increase difficulty
        m_increaseDifficultyTime = Time.time + m_difficultyInterval;
    }
    // Use this for initialization
    void Start()
    {
        playerScores = m_highScoreTracker.LoadScores();

        if (playerScores != null)
        {
            for (int i = 0; i < playerScores.HighScores.Count; i++)
            {
                HighScores[i] = playerScores.HighScores[i];
                print(HighScores[i]);
            }
        }

        UpdateHighScoreList();
    }