public float getDensity()
    {
        if (hideFlags == HideFlags.HideInHierarchy)
        {
            return(-1);
        }
        int   nearbys = 0;
        float radius  = 2.0f;

        foreach (GameObject p in pl.pedestrians)
        {
            if (p != this && Vector3.Distance(transform.position, p.transform.position) < radius && p.hideFlags != HideFlags.HideInHierarchy)
            {
                nearbys++;
            }
        }
        float density = nearbys / (radius * radius * Mathf.PI);

        it.updateDensity(density);
        return(density);
    }