public void RpcResetWalls()
    {
        Debug.Log("reset walls rpc");
        NextWallToBuild = 0;
        //foreach deactivate
        int c = 0;

        foreach (wallLevels wallLevel in wallLevelGroup)
        {
            if (wallLevel.Level.activeInHierarchy)
            {
                Debug.Log(wallLevel.Level.transform.childCount);
                for (int i = 0; i < wallLevel.walls.Count; i++)
                {
                    Debug.Log("Working on Wall " + i);
                    WallHealth wallScript = wallLevel.walls[i].GetComponent <WallHealth>();

                    wallScript.CmdTakeDamage1(wallScript.maxHealth);
                    //Why no blob spawn?
                    wallScript.ResetWall();
                }
                BuilderModel[c].SetActive(false);
                c++;
                wallLevel.Level.SetActive(false);
                Debug.Log("Walls turned off");
            }
        }
    }
    public void RpcDeactivateWallLevels()
    {
        int c = 0;

        foreach (wallLevels wallLevel in wallLevelGroup)
        {
            if (wallLevel.Level.activeInHierarchy)
            {
                Debug.Log(wallLevel.Level.transform.childCount);
                for (int i = 0; i < wallLevel.walls.Count; i++)
                {
                    Debug.Log("Working on Wall " + i);
                    WallHealth wallScript = wallLevel.walls[i].GetComponent <WallHealth>();

                    //Why no blob spawn?
                    wallScript.ResetWall();
                }
                c++;
                wallLevel.Level.SetActive(false);
                Debug.Log("Walls turned off");
            }
        }
    }