public bool FitnessCheck(competenceLevel competence)
    {
        float d = platformSpawner.totalGapWidth + wallSpawner.totalBrickHeight - enemySpawner.spawnNoise;  // tried with math varoations of these. Looks like simple works best.

        //Debug.Log ("difficulty" + d);
        //Debug.Log ("competence level" + competence);
        switch (competence)
        {
        case competenceLevel.LOW:
            if (d < lowDifficulty)
            {
                return(true);
            }
            break;

        case competenceLevel.MEDIUM:
            if (d > lowDifficulty && d <= mediumDifficulty)    // TO DO : make these magic values a function of comptence
            {
                return(true);
            }
            break;

        case competenceLevel.HIGH:
            if (d > mediumDifficulty)
            {
                return(true);
            }
            break;
        }
        return(false);
    }
 private void UpdateCompetenceLevel()
 {
     if (slider.value <= 0.25)
     {
         competence = competenceLevel.LOW;
     }
     else if (slider.value <= 0.65)
     {
         competence = competenceLevel.MEDIUM;
     }
     else
     {
         competence = competenceLevel.HIGH;
     }
 }