/// <summary>
    /// Called we want a player to be able to control a maze on their turn.
    /// </summary>
    private void enableMaze()
    {
        GameObject.Find("Main Camera").GetComponent <Player>().isMoveAllowed = true;//allow the player to move the maze on the other hololens

        //dont let them see their maze
        ball.GetComponent <MeshRenderer>().enabled       = false;
        Maze1.GetComponent <MeshRenderer>().enabled      = false;
        Maze2Plane.GetComponent <MeshRenderer>().enabled = false;
        StartCoroutine(stopBall()); //wait to disable the ball since the maze lerps
    }
    /// <summary>
    /// Called we want a player to not control a maze on another players turn.
    /// </summary>
    private void disableMaze()
    {
        GameObject.Find("Main Camera").GetComponent <Player>().isMoveAllowed = false;// dont allow player to manipulate the maze on the other hololens

        //allow them to see the maze the other player is controling
        ball.GetComponent <MeshRenderer>().enabled  = true;
        ball.GetComponent <Rigidbody>().isKinematic = false;


        if (difficulty == 2 || difficulty == 3)
        {
            Maze2Plane.GetComponent <MeshRenderer>().enabled = true;
        }
        else
        {
            Maze1.GetComponent <MeshRenderer>().enabled = true;
        }
    }