void Start()
    {
        pmc = GameObject.FindWithTag("kinect-pointMan").GetComponent<PointManController>();
        player = GameObject.FindWithTag("Player");

        lProp = GameObject.Find("levelProperties").GetComponent<LevelProperties>();
        pProp = GameObject.Find("hero").GetComponent<PlayerProperties>();
    }
 //public bool isSwimming = false;
 //public float  swimSpeed = 20.0f;
 void Start()
 {
     anim = GetComponent<Animator>();
     kpc = GameObject.FindWithTag("kinect-pointMan").GetComponent<PointManController>();
     controller = GetComponent<CharacterController>();
     initialControllerHeight = controller.height;
     initialControllerCenter = controller.center;
     wasCrouching = false;
 }
    void Start()
    {
        pmc = GameObject.FindWithTag("kinect-pointMan").GetComponent<PointManController>();

        isOpen = linkToLevelIndex == 1 || linkToLevelIndex <= PlayerPrefs.GetInt("highestLevelCompleted")+1;
        //level 1 is open by default, as if we were starting a new game. Level is open if we have completed the previous level
        //TODO: Note: this currently does not take different "worlds" into account

        player = GameObject.FindWithTag("Player");
        conMen = GetComponent<MenuConfirmation>();
        conMen.enabled = false;

        //set the sprite to "open" or "closed"
        if (isOpen)
            GetComponent<SpriteRenderer>().sprite = open;
        else
            GetComponent<SpriteRenderer>().sprite = closed;
    }
 // Use this for initialization
 void Start()
 {
     kpc = GameObject.FindWithTag("kinect-pointMan").GetComponent<PointManController>();
 }