// Use this for initialization
    void Start()
    {
        checkpoint_manager.InitializeCheckpoints(start_point); //Get the checkpoint to spawn in the right position

        // The different players is distributed equidistantly on a circle of radius "radius". The script automatically take into account
        // the number of players to put along the circle.
        float angle      = 0.0f;
        float incr_angle = ((2 * Mathf.PI) / players.Length);

        foreach (GameObject p in players)
        {
            p.GetComponent <NavMeshAgent>().Warp(new Vector3(radius * Mathf.Cos(angle) + start_point.position.x, 0, radius * Mathf.Sin(angle) + start_point.position.z));
            angle += incr_angle;
        }

        cam.MoveCameraTo(start_point.position); //Center camera to start point;
    }