private List <Sector> FindSectorsNearPlayer()
        {
            TilePosition playerTilePosition = Graphics.Vector3ToTilePosition(player.position);

            TilePosition playerSectorTilePosition = sectorManager.GetSectorTile(playerTilePosition).sectorPosition;

            List <Sector> sectorsNear = new List <Sector>();

            int visibileSectorsRadius = (int)Math.Ceiling(playerUnity.mainCamera.farClipPlane / SectorManager.SECTOR_SIZE) + 1;

            for (int d = 0; d <= visibileSectorsRadius; d++)
            {
                foreach (TilePosition tilePosition in Manhattan.GetTilesAtDistance(d))
                {
                    TilePosition t = tilePosition + playerSectorTilePosition;

                    if (t.x >= 0 && t.x < sectorManager.xSectors &&
                        t.y >= 0 && t.y < sectorManager.ySectors &&
                        t.z >= 0 && t.z < sectorManager.zSectors)
                    {
                        sectorsNear.Add(sectorManager.GetSector(t));
                    }
                }
            }

            return(sectorsNear);
        }