// Use this for initialization
    void Start()
    {
        isStarted = false;

        ball = GameObject.Find("Ball");

        //Place the object pool relative to the gamemode manually, no need to fill in the rest
        if (op == null)
        {
            op = null;
        }

        if (gop == null)
        {
            gop = null;
        }

        if (hop == null)
        {
            hop = null;
        }

        if (pop == null)
        {
            pop = null;
        }

        if (bop == null)
        {
            bop = null;
        }
    }
    void Awake()
    {
        if (op == null)
        {
            op = null;
        }

        else if (bop == null)
        {
            bop = null;
        }

        else if (hop == null)
        {
            hop = null;
        }

        else if (pop == null)
        {
            pop = null;
        }

        else if (gop == null)
        {
            gop = null;
        }
    }
    private void Start()
    {
        if (SceneManager.GetActiveScene().name == "Classic")
        {
            op = GameObject.FindObjectOfType <ObjectPool>();
        }

        else if (SceneManager.GetActiveScene().name == "Boost")
        {
            bop = GameObject.FindObjectOfType <BoostObjectPool>();
        }

        else if (SceneManager.GetActiveScene().name == "Hoop")
        {
            hop = GameObject.FindObjectOfType <HoopObjectPool>();
        }

        else if (SceneManager.GetActiveScene().name == "Protect")
        {
            pop = GameObject.FindObjectOfType <ProtectObjectPool>();
        }

        else if (SceneManager.GetActiveScene().name == "Gap")
        {
            gop = GameObject.FindObjectOfType <GapObjectPool>();
        }
    }
 // Use this for initialization
 void Start()
 {
     boostObjectPool = FindObjectOfType <BoostObjectPool> ();
 }