private void Update()
    {
        if (Input.GetMouseButtonDown(2))
        {
            middleClickDetected = true;
        }

        if (Input.GetMouseButtonUp(2))
        {
            middleClickDetected = false;
        }

        if (Input.GetKeyDown(KeyCode.LeftAlt))
        {
            cameraActionDetected = true;
        }

        if (Input.GetKeyUp(KeyCode.LeftAlt))
        {
            cameraActionDetected = false;
        }

                #if UNITY_IOS
        if (Input.GetMouseButtonDown(1))
        {
            cameraActionDetected = true;
        }

        if (Input.GetMouseButtonUp(1))
        {
            cameraActionDetected = false;
        }
                #endif

        // Disable RuntimeBuild when moving camera
        if (middleClickDetected || cameraActionDetected)
        {
            runtimeBuilder.DisableMouseInputForBuild();
            return;
        }
        else
        {
            runtimeBuilder.EnableMouseInputForBuild();
        }

        if (Input.mousePosition.y < 70)
        {
            runtimeBuilder.DisableMouseInputForBuild();
        }
        else
        {
            runtimeBuilder.EnableMouseInputForBuild();
        }

        if (Input.GetKeyDown(KeyCode.LeftAlt))
        {
            runtimeBuilder.DisableMouseInputForBuild();
        }

        if (Input.GetKeyUp(KeyCode.LeftAlt))
        {
            runtimeBuilder.EnableMouseInputForBuild();

            return;
        }

        /*
         * if(Input.mousePosition.y<100)
         * {
         *      // Disable ability to build
         *      runtimeBuilder.DisableToBuild();
         * }
         * else
         * {
         *      Enable ability to build
         *      runtimeBuilder.EnableToBuild();
         * }
         */

        // Press O to rotate current tile LEFT
        if (Input.GetKeyDown(KeyCode.O))
        {
            runtimeBuilder.RotateCurrentTileLeft();
            //	runtimeBuilder.AddTileInCategory(GameObject.Find("CubeCube"),"Castle","Test","My Test",new Texture2D(20,20),true);
        }
        // Press P to rotate current tile RIGHT
        else if (Input.GetKeyDown(KeyCode.P))
        {
            //	runtimeBuilder.RemoveTileFromCategory("Castle","Test");
            runtimeBuilder.RotateCurrentTileRight();
        }
        // Press K to rotate current tile UP
        else if (Input.GetKeyDown(KeyCode.K))
        {
            runtimeBuilder.RotateCurrentTileUp();
        }
        // Press L to rotate current tile DOWN
        else if (Input.GetKeyDown(KeyCode.L))
        {
            runtimeBuilder.RotateCurrentTileDown();
        }
        // Press J to FLIP tile
        else if (Input.GetKeyDown(KeyCode.J))
        {
            runtimeBuilder.RotateCurrentTileFlip();
        }
        // Press SPAPCE to destroy hovering Tile (if hovering)
        else if (Input.GetKeyDown(KeyCode.Space))
        {
            // Get GameObject which is mouse hovering
            if (runtimeBuilder.GetCurrentSelectedObject())
            {
                // Destroy selected tile
                bool isSuccess = runtimeBuilder.DestroyCurrentSelectedObject();

                if (isSuccess)
                {
                    Debug.Log("Object Destroyed");
                }
                else
                {
                    Debug.Log("No Object Selected");
                }
            }
        }
        // Press 1 to set build mode to NORMAL
        else if (Input.GetKeyDown(KeyCode.Alpha1))
        {
            runtimeBuilder.SetBuildMode(uteRuntimeBuilder.BuildMode.Normal);
        }
        // Press 2 to set build mode to Continous
        else if (Input.GetKeyDown(KeyCode.Alpha2))
        {
            runtimeBuilder.SetBuildMode(uteRuntimeBuilder.BuildMode.Continuous);
        }
        // Press 3 to set build mode to Mass
        else if (Input.GetKeyDown(KeyCode.Alpha3))
        {
            runtimeBuilder.SetBuildMode(uteRuntimeBuilder.BuildMode.Mass);
        }
        // Press 4 to decrease Mass Build height
        else if (Input.GetKeyDown(KeyCode.Alpha4))
        {
            runtimeBuilder.MassBuildHeightDown();
        }
        // Press 5 to increase Mass Build height
        else if (Input.GetKeyDown(KeyCode.Alpha5))
        {
            runtimeBuilder.MassBuildHeightUp();
        }
        // Press 6 to set Mass Build height to 1
        else if (Input.GetKeyDown(KeyCode.Alpha6))
        {
            runtimeBuilder.MassBuildResetHeight();
        }
        // Press 7 to Cancel Mass Build placement
        else if (Input.GetKeyDown(KeyCode.Alpha7))
        {
            runtimeBuilder.MassBuildCancel();
        }
        // Press 9 Save Map as test1
        else if (Input.GetKeyDown(KeyCode.Alpha9))
        {
            runtimeBuilder.SaveMap("test1");
        }
        // Press 8 to Load Map with name test1
        else if (Input.GetKeyDown(KeyCode.Alpha8))
        {
            runtimeBuilder.LoadMap("test1");             // To Load Map additively use runtimeBuilder.LoadMap("test1",true);
        }
        // Press 0 to Delete Map with name test1
        else if (Input.GetKeyDown(KeyCode.Alpha0))
        {
            runtimeBuilder.DeleteMap("test1");
        }
        // Batch Static Tiles
        else if (Input.GetKeyDown(KeyCode.B))
        {
            // first argument is to add mesh collider (important to note that if you add mesh collider and you destroy selected "tile" it will destroy the whole batched mesh)
            // second to remove objects that are left after batching (important to note that if you remove all leftovers you will not be able to save your map at runtime)
            // Basically use true/true only if you load map for playable version

            runtimeBuilder.Batch(false, false);
        }
        else if (Input.GetKeyDown(KeyCode.V))
        {
            // Unbach Tiles (only if you do not remove left overs with Batch)
            runtimeBuilder.UnBatch();
        }
        else if (Input.GetKeyDown(KeyCode.H))
        {
            for (int i = 0; i < 10; i++)
            {
                for (int j = 0; j < 10; j++)
                {
                    // Procedural Tile placement at Vector3 position
                    runtimeBuilder.PlaceCurrentTileAtPosition(new Vector3(i, 1, j));
                }
            }
        }
        else if (Input.GetKeyDown(KeyCode.F))
        {
            // Place Tile at current position (by default is now with mouse click but you can force it to place with other inputs)
            runtimeBuilder.PlaceCurrentTileAtCurrentPosition();
            // If you want to disable default mouse click tile placement use:
            // runtimeBuilder.DisableMouseInputForBuild();
        }
    }