// in order for this to work we need an EventSystem component
 void SetParticipantCondition()
 {
     ps.SetCondition(int.Parse(cubeset.text), int.Parse(arrangement.text)).BuildParticipantFromCondition();
     if (ps.GetParticipant() > 0)
     {
         Debug.Log("condition " + ps.GetCondition() + " for " + ps.GetParticipant());
         SceneManager.LoadScene(NextScene, LoadSceneMode.Single);
     }
 }
 // in order for this to work we need an EventSystem component
 void SetParticipantCondition()
 {
     ps.SetCondition(int.Parse(cubeset.text), int.Parse(arrangement.text)).BuildParticipantFromCondition();
     if (ps.GetParticipant() > 0)
     {
         menu.SetActive(false);
         controInfo.SetActive(true);
         Debug.Log("condition " + ps.GetCondition() + " for " + ps.GetParticipant());
     }
 }