void Save_current_Ship(GameObject saveobject)
    {
        enableall();
        int i = 0;

        Children.Clear();
        Debug.Log(saveobject.transform.childCount);
        foreach (Transform child in saveobject.transform)
        {
            if (child.childCount > 0)
            {
                Children.Add(child.GetChild(0).gameObject);
            }
            else
            {
                Children.Add(null);
            }
        }

        foreach (GameObject stri in Children)
        {
            if (stri != null)
            {
                string fleetstring = saveobject.name + i;
                FleetBuilder.add(fleetstring, Children[i].name);
                Vector3 loc = Children[i].transform.localPosition;
                Vector3 rot = Children[i].transform.localEulerAngles;
                FleetBuilder.add(saveobject.name + "parent" + i, stri.transform.parent.name);
                FleetBuilder.write();
                FleetBuilder.add(saveobject.name + "num", i + 1);
                FleetBuilder.add(saveobject.name + "scalex" + i, stri.transform.parent.localScale.x);
                FleetBuilder.add(saveobject.name + "scaley" + i, stri.transform.parent.localScale.y);
                FleetBuilder.add(saveobject.name + "scalez" + i, stri.transform.parent.localScale.z);
            }
            else
            {
                string fleetstring = saveobject.name + i;
                FleetBuilder.add(fleetstring, "nothing");
                //Debug.Log(fleetstring);
            }

            i++;
        }
        FleetBuilder.write();
        checkupdate();
    }
 /// <summary>
 /// set the settings to a string.
 /// </summary>
 /// <param name="fair"></param>
 public void setsetting(string fair)
 {
     FleetBuilder.add("Settings", fair);
     FleetBuilder.write();
     settext(fair);
 }