void Start()
    {
        LoadGame();

        //assing stuff if it's still null
        if (mainCamera == null)
        {
            mainCamera = Camera.main;
        }

        //inistikasdlize timer
        scoreTimer.Elapsed += new ElapsedEventHandler(OnScoreTimerTick);
        scoreTimer.Interval = scoreIntervall;
        scoreTimer.Start();

        currendScore = 0f;


        //Assinging Player Weapons if needed
        if (PlayerFirstWeapon == null)
        {
            PlayerFirstWeapon = ObjectHolder._PlayerWeapons[ObjectHolder.GetPlayerWeaponIndex(WeaponBehaviourScript.WeaponTypes.Blaster_lvl_1)];
        }
        if (PlayerSecondWeapon == null)
        {
            PlayerSecondWeapon = ObjectHolder._PlayerWeapons[ObjectHolder.GetPlayerWeaponIndex(WeaponBehaviourScript.WeaponTypes.Shotgun_lvl_1)];
        }

        //Only for testing weapons
        if (toAssingFirstWep != null)
        {
            PlayerFirstWeapon = toAssingFirstWep;
        }
        if (toAssingSecondWep != null)
        {
            PlayerSecondWeapon = toAssingSecondWep;
        }


        //Instantiate stuff based on the scene
        bool b = false;

        foreach (Transform t in transform)
        {
            if (t.CompareTag("Stars"))
            {
                b = true;
            }
        }
        if (b == false)
        {
            StarsInstance = Instantiate(StarsGo, transform);
        }

        if (SceneManager.GetActiveScene().name != "Main Menu")
        {
            if (GameObject.FindGameObjectWithTag("Player") == null)
            {
                Debug.Log("Spawned Player");
                PlayerInstance = Instantiate(ObjectHolder._PlayerShips[ObjectHolder.GetPlayerShipIndex(PlayerBehaviourScript.Ships.Standart)]);

                if (CursorGUIGo != null)
                {
                    CursorGUIInstance = Instantiate(CursorGUIGo, new Vector3(Camera.main.ScreenToWorldPoint(Input.mousePosition).x, Camera.main.ScreenToWorldPoint(Input.mousePosition).y, 0), Quaternion.identity);
                    Cursor.visible    = false;
                }
            }
        }
        else
        {
            Cursor.visible = true;
        }

        if (doOnce == true)
        {
            doOnce = false;
            Debug.Log("doing once");

            //currendCredits += 10000f;

            //Sets all Weapons.isBought to false exept for a few selected ones
            foreach (GameObject playerWeapon in ObjectHolder._PlayerWeapons)
            {
                switch (playerWeapon.GetComponent <WeaponBehaviourScript>().WeaponType)
                {
                case WeaponBehaviourScript.WeaponTypes.Blaster_lvl_1:
                    playerWeapon.GetComponent <WeaponBehaviourScript>().isBought = true;
                    break;

                case WeaponBehaviourScript.WeaponTypes.Shotgun_lvl_1:
                    playerWeapon.GetComponent <WeaponBehaviourScript>().isBought = true;
                    break;

                default:
                    playerWeapon.GetComponent <WeaponBehaviourScript>().isBought = false;
                    break;
                }
            }
        }
    }