public void DrawPresetPath(PathList path, Vector3 startPos)
    {
        Transform[] pathPoints = path.GetPoints();
        for (int i = 0; i < pathPoints.Length;i++)
        {
            Vector3 currentPosition = pathPoints[i].position;
            SplitPoint split = pathPoints[i].GetComponent<SplitPoint>();
            PersonPoint person = pathPoints[i].GetComponent<PersonPoint>();
            if (person != null) {
                person.SetInfo(person.transform.position,(pathPoints[i+1].position-person.transform.position).normalized);
                SendMessageUpwards("MakePeople",person);
            }

            if (split != null)
            {
                foreach (PathList newPath in split.newPaths)
                {
                    DrawPresetPath(newPath,startPos);
                }
            } else if (i != pathPoints.Length - 1) {

                Vector3 nextPosition = pathPoints[i+1].position;
                float initialDistance = Vector3.Distance(currentPosition, nextPosition);
                float numTiles = Mathf.Ceil(initialDistance/tileStep);

                for (int t = 0; t < numTiles; t++)
                {
                    PathTile newTile = (PathTile)Instantiate(tilePrefab,currentPosition,tilePrefab.transform.rotation);
                    currentPosition = currentPosition + ((nextPosition - currentPosition).normalized * tileStep);
                    newTile.transform.LookAt(currentPosition, Vector3.up);
                    newTile.transform.parent = _newPathGO.transform;
                }
            }
        }
    }