void OnTriggerEnter2D(Collider2D other)
    {
        /* Si la colisio es amb una plataforma */
        if (other.tag == "Plataforma")
        {
            //Debug.Log ("colision detected");
            //Permetem que el personatje pugui saltar.
            isJumping = true;

            //Assignem gravetat a 0 per a fer l'efecte de salt.
            playerRigid.gravityScale = 0;

            // Eliminem la velocitat, nomes volem que actui la gravetat.
            playerRigid.velocity = Vector3.zero;

            // calculem posicio tope.
            JumpTop = playerRectTrans.localPosition.y + jumpHight;

            //i el offset per a que vagi rapid al saltar.
            jumpOffset = jumpHight * 0.2;

            controllerGame2Script.distance = other.GetComponent <RectTransform> ().localPosition.y - controllerGame2Script.lowestPlatform.GetComponent <RectTransform>().localPosition.y;
        }

        else if (other.tag == "Zone1")
        {
            //Code here here
            controllerGame2Script.GameOver();
        }

        else if (other.tag == "Zone2")
        {
            Debug.Log("Hurray!!");
            //Code here here


            //Debug.Log ("colision detected");
            //Permetem que el personatje pugui saltar.
            isJumping = true;

            //Assignem gravetat a 0 per a fer l'efecte de salt.
            playerRigid.gravityScale = 0;

            // Eliminem la velocitat, nomes volem que actui la gravetat.
            playerRigid.velocity = Vector3.zero;

            // calculem posicio tope.
            JumpTop = playerRectTrans.localPosition.y + jumpHight * 4;

            jumpOffset = jumpHight * 0.2;

            controllerGame2Script.distance = other.GetComponent <RectTransform> ().localPosition.y - controllerGame2Script.lowestPlatform.GetComponent <RectTransform>().localPosition.y;

            StartCoroutine(controllerGame2Script.WaitForPlayer());
        }
    }