void Update()
 {
     if (to_new_level == true)
     {
         if (reached_level == false)
         {
             ManagerKeeper.Increase_number_of_level();
             // Debug.Log("number of level reached is " + ManagerKeeper.Get_number_of_reached_level());
             reached_level = true;
         }
         if (reached_level == true)
         {
             level_complete_text.SetActive(true);
             if (level_complete_text.gameObject.GetComponent <LevelCompleteTextController>().Return_if_centered() == true)
             {
                 start_timer = true;
             }
             if (start_timer == true)
             {
                 timer += Time.deltaTime;
                 if (timer > 5f)
                 {
                     // Debug.Log("timer is over 5");
                     level_complete_text.gameObject.GetComponent <Animator>().Play("LevelCompleteTextOut");
                     if (level_complete_text.gameObject.GetComponent <LevelCompleteTextController>().Return_if_out() == true && ManagerKeeper.Get_number_of_reached_level() == 2)
                     {
                         fader.SetActive(true);
                         if (fader == true)
                         {
                             if (timer >= 9.5f)
                             {
                                 SceneManager.LoadScene("Level_03_Lab");//poner aca la escena de transicion con el mensaje de complete level
                             }
                         }
                     }
                 }
             }
         }
     }
 }
 void Update()
 {
     if (to_new_level == true)
     {
         if (reached_level == false)
         {
             ManagerKeeper.Increase_number_of_level();
             reached_level = true;
         }
         for (int i = 0; i < 1; i++)
         {
             fader.SetActive(true);
         }
         if (fader == true)
         {
             timer += Time.deltaTime;
             if (timer >= 1f)
             {
                 SceneManager.LoadScene("TransitionScene");//poner aca la escena de transicion con el mensaje de complete level
             }
         }
     }
 }