public void SceneFetcherShouldSetIntervalsCorrectly()
        {
            const float INITIAL_INTERVAL    = 1;
            const float FOREGROUND_INTERVAL = 1.5f;
            const float BACKROUND_INTERVAL  = 3.5f;

            FetchScenesHandler handler = new FetchScenesHandler(INITIAL_INTERVAL, FOREGROUND_INTERVAL, BACKROUND_INTERVAL);

            Assert.AreEqual(INITIAL_INTERVAL, handler.updateInterval);

            handler.SetUpdateMode(MapGlobalUsersPositionMarkerController.UpdateMode.FOREGROUND);
            Assert.AreEqual(INITIAL_INTERVAL, handler.updateInterval, "It should be using INITIAL_INTERVAL interval waiting for the initial fetch");

            handler.isFirstFetch = false;
            handler.SetUpdateMode(MapGlobalUsersPositionMarkerController.UpdateMode.FOREGROUND);
            Assert.AreEqual(FOREGROUND_INTERVAL, handler.updateInterval);

            handler.SetUpdateMode(MapGlobalUsersPositionMarkerController.UpdateMode.BACKGROUND);
            Assert.AreEqual(BACKROUND_INTERVAL, handler.updateInterval);
        }
 /// <summary>
 /// Set update mode. Scene's fetch intervals will smaller when updating in FOREGROUND than when updating in BACKGROUND
 /// </summary>
 /// <param name="updateMode">update mode</param>
 public void SetUpdateMode(UpdateMode updateMode)
 {
     fetchScenesHandler.SetUpdateMode(updateMode);
     markersContainer.gameObject.SetActive(updateMode == UpdateMode.FOREGROUND);
 }