// Saving the values using Unity's PlayerPrefs
    public void Save()
    {
        // Saving the number of lifts
        PlayerPrefs.SetInt("noOfLifts", noOfLifts);

        foreach (GameObject liftObject in liftObjects)
        {
            LiftTextManager liftObjectManager = liftObject.GetComponent <LiftTextManager>();
            PlayerPrefs.SetString(liftObjectManager.liftId.ToString(), liftObjectManager.liftNameUI.text);
            PlayerPrefs.SetString(liftObjectManager.liftNameUI.text, liftObjectManager.weightUI.text);
        }
    }
    public void addLift()
    {
        if (liftInputArea.text != "")
        {
            GameObject liftObject = liftObjects[noOfLifts++];
            liftObject.SetActive(true);

            LiftTextManager ltm = liftObject.GetComponent <LiftTextManager>();

            // Using this to convert the inputText to titleCase
            TextInfo ltext = new CultureInfo("en-US", false).TextInfo;
            // ltext.toTitleCase() returns a 'title case' string
            ltm.liftNameUI.text = ltext.ToTitleCase(liftInputArea.text);
            // reset the input area text
            liftInputArea.text = "";
        }
    }