void OnLevelWasLoaded()
    {
        //if(GetComponent<NetworkView>().isMine){
        bool works = false;
        int  i     = 0;

        while (!works)
        {
            map = ScriptableObject.CreateInstance("MazeMap") as MazeMap;
            map.initializeMap(step, tileSet);
            created = true;
            works   = defineRooms();
        }
        foreach (LinkedRoom r in map.rooms)
        {
            //map.initializeNeighborRooms (r);
            if (r.getRoom().getState() != "null")
            {
                GetComponent <NetworkView>().RPC("loadMap", RPCMode.AllBuffered, r.getRoom().toString(), i);
                i++;
            }
        }
        //}
        GameObject[] players = GameObject.FindGameObjectsWithTag("Player") as GameObject[];
        foreach (GameObject p in players)
        {
            playerController control = p.GetComponent <playerController>() as playerController;
            control.enabled = true;
        }
    }
    void Start()
    {
        bool works = false;

        Camera.main.enabled = true;
        //if(GetComponent<NetworkView>().isMine){
        while (!works)
        {
            map = ScriptableObject.CreateInstance("MazeMap") as MazeMap;
            map.initializeMap(step, tileSet);
            map.onEnable();
            //created = true;
            works = defineRooms();
        }
        created = true;
        int i = 0;

        foreach (LinkedRoom r in map.rooms)
        {
            if (r.getRoom().getState() != "null")
            {
                //GetComponent<NetworkView>().RPC ("loadMap", RPCMode.AllBuffered, r.getRoom ().toString(),i);
                i++;
            }
        }
        //}
//		GameObject[] players = GameObject.FindGameObjectsWithTag ("Player") as GameObject[];
//		foreach(GameObject p in players){
//			playerController control = p.GetComponent<playerController>() as playerController;
//			control.enabled = true;
//		}
    }