public void OnTimeTravel()
    {
        string lastReality = CurrentReality;

        // going present, or going to future according to water taps
        CurrentReality = (CurrentReality != "Present") ? "Present" : RealitySceneName[GetFutureRealityIndex()];

        SceneManager.LoadSceneAsync(CurrentReality, LoadSceneMode.Additive);
        SceneManager.UnloadScene(lastReality);

        PersistenceController.SaveDataToDisk();
    }