void OnDestroy()
 {
     // this works for the real game run, where OnApplicationQuit doesn't
     // seem to be called.
     Debug.Log("Object is being destroyed");
     LightstreamerSingleton.Stop(tableKey);
 }
    void Start()
    {
        oneOverZigs          = 1f / (float)zigs;
        particleEmitter.emit = false;

        particleEmitter.Emit(zigs);
        particles = particleEmitter.particles;

        Debug.Log("Start called for: " + this + ", " + this.GetInstanceID());

        lock (typeof(LightningBolt)) {
            GameObject obj = GameObject.Find("LightstreamerText" + boltCounter);
            Debug.Log("Found TextMesh? => LightstreamerText" + boltCounter + "? => " + (obj != null));
            boltCounter++;
            if (obj != null)
            {
                suscribedItemName = "item" + boltCounter;

                string[] items = { suscribedItemName };

                textMesh           = (TextMesh)obj.GetComponent("TextMesh");
                textMeshFound      = true;
                textMeshStr        = suscribedItemName;
                currentTextMeshStr = "";
                tableKey           = LightstreamerSingleton.Startup(this, items);
            }
        }


        // try to create a TextMesh over the object
        //TextMesh mesh = new TextMesh();
        //mesh.transform.position = new Vector3(this.transform.position.x,
        //                                      this.transform.position.y,
        //                                      this.transform.position.z);
        // mesh.text = "Hello";
        //gameObject.AddComponent(mesh);
        // mesh. target.position;
    }
 void OnApplicationQuit()
 {
     Debug.Log("Application is quitting");
     LightstreamerSingleton.Stop(tableKey);
 }