private void OnCollisionEnter(Collision collision)
        {
            CarFactorBehaviour shieldCheck = collision.gameObject.GetComponent <CarFactorBehaviour>();

            if ((collision.gameObject.tag == "Player" && shieldCheck.shieldOn == false) || (collision.gameObject.tag == "Player 2" && shieldCheck.shieldOn == false) || (collision.gameObject.tag == "Player 3" && shieldCheck.shieldOn == false) || (collision.gameObject.tag == "Player4" && shieldCheck.shieldOn == false))
            {
                //Meant to lower car's current speed by such
                collision.rigidbody.AddForce(-collision.rigidbody.velocity / 30);
                Destroy(gameObject);
                User.GetComponent <GameObject>().tag = "LockOn";
                Tracking = false;
            }

            //If it hits anything that isn't the user of the item
            if (collision.gameObject != user)
            {
                Destroy(gameObject);
                User.GetComponent <GameObject>().tag = "LockOn";
                Tracking = false;
            }

            if (collision.gameObject.tag == "Wall")
            {
                Destroy(gameObject);
                User.GetComponent <GameObject>().tag = "LockOn";
                Tracking = false;
            }
        }
        // Update is called once per frame
        void Update()
        {
            for (int i = 0; i < placement.Count; i++)
            {
                for (int j = 0; j < placement.Count; j++)
                {
                    //This should reorder all the cars by placement
                    CarFactorBehaviour iCFB = placement[i].GetComponent <CarFactorBehaviour>();
                    CarFactorBehaviour jCFB = placement[j].GetComponent <CarFactorBehaviour>();

                    if ((jCFB.WayPointPass > iCFB.WayPointPass) && j > i)
                    {
                        List <GameObject> temp = placement;
                        temp[i]   = placement[j];
                        temp[j]   = placement[i];
                        placement = temp;
                    }
                }
            }
        }