/**
  * Specific test for seeing question marks. They display information on the UI.
  * */
 private bool IsPlayerSeeingAQuestionMark(out QuestionMarkBehaviour questionMarkBehaviour)
 {
     questionMarkBehaviour = null;
     Ray obstacleRayInFrontOf = new Ray (this.transform.position, this.transform.forward);
     RaycastHit obstacleHit;
     if (Physics.Raycast (obstacleRayInFrontOf, out obstacleHit, 3))
     {
         if (obstacleHit.collider.gameObject.tag.Equals("questionMark"))
         {
             questionMarkBehaviour = obstacleHit.collider.GetComponentInParent<QuestionMarkBehaviour>();
             return true;
         }
     }
     return false;
 }
 /**
  * Specific test for being on a question mark. They display information on the UI.
  * If the player is on one, we want to make the question mark disappear.
  * */
 private bool IsPlayerOnAQuestionMark(out QuestionMarkBehaviour questionMarkBehaviour)
 {
     questionMarkBehaviour = null;
     Ray obstacleRayBelow = new Ray (this.transform.position + this.transform.up*1.5f, -this.transform.up);
     RaycastHit obstacleHit;
     if (Physics.Raycast (obstacleRayBelow, out obstacleHit, 2))
     {
         if (obstacleHit.collider.gameObject.tag.Equals("questionMark"))
         {
             questionMarkBehaviour = obstacleHit.collider.GetComponentInParent<QuestionMarkBehaviour>();
             return true;
         }
     }
     return false;
 }