private void LoadScenario(SingleCharacterDemo.ScenarioData data)
    {
        ClearButtons();

        _iat = data.IAT;


        if (skipDescription)
        {
            _introPanel.SetActive(true);
            _introText.text = string.Format("<b>{0}</b>\n\n\n{1}", _iat.ScenarioName, _iat.ScenarioDescription);
        }

        if (_iat.m_worldModelSource != null)
        {
            if (_iat.m_worldModelSource.Source != "" && _iat.m_worldModelSource.Source != null)
            {
                _wm = WorldModel.WorldModelAsset.LoadFromFile(_iat.GetWorldModelSource().Source);
            }
        }


        var characterSources = _iat.GetAllCharacterSources().ToList();
        int CharacterCount   = 0;

        foreach (var source in characterSources)
        {
            var rpc = RolePlayCharacterAsset.LoadFromFile(source.Source);
            rpc.LoadAssociatedAssets();
            _iat.BindToRegistry(rpc.DynamicPropertiesRegistry);
            rpcList.Add(rpc);
            var body = m_bodies.FirstOrDefault(b => b.BodyName == rpc.BodyName);

            UnityEngine.Random.InitState((int)System.DateTime.Now.Ticks);

            var r = UnityEngine.Random.Range(0, 30);
            Debug.Log("Going to wait" + r);
            StartCoroutine(JustWait(UnityEngine.Random.Range(0, 3)));

            _agentController = new MultiCharacterAgentController(data, rpc, _iat, body.CharaterArchtype, m_characterAnchors[CharacterCount], m_dialogController);
            // StopAllCoroutines();
            _agentControllers.Add(_agentController);


            if (rpc.CharacterName == _player.CharacterName)
            {
                _player = rpc;
            }

            CharacterCount++;
        }

        foreach (var agent in _agentControllers)
        {
            if (agent.RPC.CharacterName != _player.CharacterName)
            {
                agent.StartBehaviour(this, VersionMenu);
            }
        }


        foreach (var actor in rpcList)
        {
            foreach (var anotherActor in rpcList)
            {
                if (actor != anotherActor)
                {
                    var changed = new[] { EventHelper.ActionEnd(anotherActor.CharacterName.ToString(), "Enters", "Room") };
                    actor.Perceive(changed);
                }
            }
        }
        SetCamera();
        PlayerDecide();
    }
    private void LoadScenario(ScenarioData data)
    {
        ClearButtons();

        _iat = data.IAT;

        _introPanel.SetActive(true);
        _introText.text = string.Format("<b>{0}</b>\n\n\n{1}", _iat.ScenarioName, _iat.ScenarioDescription);



        if (_iat.m_worldModelSource != null)
        {
            if (!string.IsNullOrEmpty(_iat.m_worldModelSource.Source))
            {
                var wat = _iat.GetWorldModelSource();

                string errorsOnLoad;

                //  _wm = WorldModel.WorldModelAsset.LoadFromFile(_iat.GetWorldModelSource().RelativePath);
                _wm = WorldModel.WorldModelAsset.LoadFromFile(_iat.GetWorldModelSource().Source, out errorsOnLoad);

                if (errorsOnLoad != null)
                {
                    throw new Exception(errorsOnLoad);
                }
            }
        }
        var characterSources = _iat.GetAllCharacterSources().ToList();

        foreach (var source in characterSources)
        {
            var rpc = RolePlayCharacterAsset.LoadFromFile(source.Source);
            rpc.LoadAssociatedAssets();
            _iat.BindToRegistry(rpc.DynamicPropertiesRegistry);

            if (rpc.CharacterName.ToString().Contains("Player"))
            {
                Player = rpc;
                continue;
            }
            AddButton(characterSources.Count <= 2 ? "Start" : rpc.CharacterName.ToString(),
                      () =>
            {
                var body         = m_bodies.FirstOrDefault(b => b.BodyName == rpc.BodyName);
                _agentController = new AgentControler(data, rpc, _iat, body.CharaterArchtype, m_characterAnchor, m_dialogController);
                StopAllCoroutines();
                _agentController.Start(this, VersionMenu);

                _background.SetActive(true);
                if (!backgrounds.IsEmpty())
                {
                    if (!backgrounds.ToList().FindAll(x => x.scenarioName == _iat.ScenarioName).IsEmpty())
                    {
                        _background.GetComponent <Renderer>().material = backgrounds.ToList().Find(x => x.scenarioName == _iat.ScenarioName).mat;
                    }
                    else
                    {
                        _background.GetComponent <Renderer>().material = activeBackgroundMaterial;
                    }
                }
                else
                {
                    _background.GetComponent <Renderer>().material = activeBackgroundMaterial;
                }
            });
        }
        AddButton("Back to Scenario Selection Menu", () =>
        {
            _iat = null;
            LoadScenarioMenu();
        });
    }