void Update()
    {
        storedLocations.Push(this.gameObject.transform.position); //save the positions of the player. Used in Obstruction Class to set correct collision point.

        if (rightClickMenu == true)
        {
            if (agent.enabled)
            {
                agent.SetDestination(itemClickedDestination);
            }
            else
            {
                agent.enabled = true;
                agent.SetDestination(itemClickedDestination);
            }
            rightClickMenu = false;
        }
        //Debug.Log("itemclicked: " + itemClicked);

        if (obstruction != null && touching && !interactedOnce && (obstructionPosition == obstruction.transform.position))
        {
            Debug.Log("Touching desired obstruction, will now attempt to interact with it");
            obstruction.CheckItemUsed(usedOnObstructionReference);
            interactedOnce = true;
        }

        /**
         * Pick up the item if it was the last thing that was clicked.
         * */
        if (itemClicked && agent.transform.position == itemClickedDestination || itemClicked && NextToItemUnderObstruction())//  || agent.transform.position == rightClickMoveTo.point)
        {
            //get correct index
            int index = itemClicked.sceneItemIndex;
            //Debug.Log("index is: "+ index);
            //Remove the item from the list and the position
            for (int idx = 0; idx < trackItemsScript.itemsOnGround.Count; idx++)
            {
                if (trackItemsScript.itemsOnGround[idx].GetComponent <Item>() == itemClicked && trackItemsScript.itemPositions[idx] == itemClicked.transform.position)
                {
                    if (itemClicked.spawn)
                    {
                        //Debug.Log("Item can respawn: " + trackItemsScript.sceneItems[index].gameObject.GetComponent<Item>());
                        StartCoroutine(spawnScriptReference.SpawnItem(trackItemsScript.sceneItems[index].gameObject.GetComponent <Item>(), trackItemsScript.sceneItems[index].gameObject.GetComponent <Item>().spawnTime));

                        int nonRespawnIndex = trackItemsScript.sceneItems[index].gameObject.GetComponent <Item>().allGameItemsReferenceIndex;
                        //Debug.Log(nonRespawnIndex+"   "+ trackItemsScript.allGameItemsReferenceList[nonRespawnIndex]);

                        inventory.ClickToPickUpItem(trackItemsScript.allGameItemsReferenceList[nonRespawnIndex].gameObject.GetComponent <Item>(), index);
                    }
                    else
                    {
                        //this next line here is very important, otherwise we keep adding more spawns into the game when dropping regular items.
                        index = itemClicked.allGameItemsReferenceIndex;

                        //Debug.Log("Item can't respawn: " + index);
                        inventory.ClickToPickUpItem(trackItemsScript.allGameItemsReferenceList[index].gameObject.GetComponent <Item>(), index);
                    }
                    GameObject item = trackItemsScript.itemsOnGround[idx];


                    //Debug.Log("ClickToMove remove items from the list index:" + item.GetComponent<Item>().sceneItemIndex);
                    trackItemsScript.itemPositions.RemoveAt(idx);
                    trackItemsScript.itemsOnGround.RemoveAt(idx);
                    Destroy(item);
                }
            }
        }

        /**
         * This code is executed whenever we're not hovered over the inventory.
         * */
        if (!EventSystem.current.IsPointerOverGameObject())
        {
            //Raycast used to check for items on the ground and to register player movement.
            RaycastHit hit;
            if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, Mathf.Infinity, itemsGroundObstructions))
            {
                //Ray intersecting with collider (Only find colliders in the mask passed through)
                CheckItemHover(hit);
                CheckGroundClick(hit);
            }

            else
            {
                HideItemMouseOverName();
            }
        }
        else if (Input.GetMouseButtonDown(0))
        {
            StartCoroutine(DisplayMouseClick(clickInventoryCursor));
        }
    }