public static void SetGravity(float gravityForce, List <Vector3> targets)
    {
#if UNITY_EDITOR
        if (pilotObjects.Count > targets.Count)
        {
            for (int i = targets.Count; i < pilotObjects.Count; i++)
            {
                Destroy(pilotObjects[i]);
            }
            pilotObjects = pilotObjects.GetRange(0, targets.Count);
        }
#endif // UNITY_EDITOR

        Gravity.ForceVector[] forceVectors = new Gravity.ForceVector[targets.Count];

        for (int j = 0; j < targets.Count; j++)
        {
            forceVectors[j] = new Gravity.ForceVector(gravityForce, targets[j]);
#if UNITY_EDITOR
            if (j > pilotObjects.Count - 1)
            {
                pilotObjects.Add(GameObject.CreatePrimitive(PrimitiveType.Sphere));
                Destroy(pilotObjects[j].GetComponent <SphereCollider>());
            }
            pilotObjects[j].transform.position = targets[j];
#endif // UNITY_EDITOR
        }

        for (int k = 0; k < Space.planetesimals.Count; k++)
        {
            Space.planetesimals[k].SetGravityForce(forceVectors);
        }
    }
    // Takes an array of gravity forces and sets it each bar.
    public static void SetGravityPerBar(float[] gravityForces, List <Vector3> targets, int perBar, int initialBar)
    {
        Gravity.ForceVector[] forceVectors = new Gravity.ForceVector[targets.Count];

        for (int i = 0; i < gravityForces.Length; i++)
        {
            if (((float)(Sequencer.CurrentBar - initialBar) / perBar) % (float)gravityForces.Length == i)
            {
                SetGravity(gravityForces[i], targets);
            }
        }
    }