/// <summary>
    /// Gives or takes control from the current turnhandler activate true means to activate current turnhandler,
    /// also counts down the planning time activate false means to deactivate current turnhandler.
    /// </summary>
    void ActivateTurnHandler(bool activate)
    {
        //TurnOnColliders();
        turnHandler1.gameObject.SetActive(true);
        turnHandler2.gameObject.SetActive(true);

        if (activate)
        {
            //gives control to the current turnhandler
            if (currentActiveTurnhandler == turnHandler1 && !isTH1Done)
            {
                turnHandler1.Activate(true);
                countDownPlanningTime = StartCoroutine(CountDownPlanningTime());

                //make sure to deactivate the other one
                turnHandler2.Activate(false);
            }
            else if (currentActiveTurnhandler == turnHandler2 && !isTH2Done)
            {
                turnHandler2.Activate(true);
                countDownPlanningTime = StartCoroutine(CountDownPlanningTime());

                //make sure to deactivate the other one
                turnHandler1.Activate(false);
            }
        }
        else
        {
            turnHandler1.Activate(false);
            turnHandler2.Activate(false);
        }
    }
    void Start()
    {
        if (customIsServer)
        {
            playerTurnhandler = rightTurnhandlerInScene;
            otherTurnhandler  = leftTurnhandlerInScene;
        }
        else
        {
            playerTurnhandler = leftTurnhandlerInScene;
            otherTurnhandler  = rightTurnhandlerInScene;
        }
        inGameMenuHandler.SetActive(true);
        ingameCanvas.SetActive(true);
        matchmakingCanvas.SetActive(false);

        playerTurnhandler.gameObject.SetActive(true);
        playerTurnhandler.currentPlanTimeLeft = planTime;
        otherTurnhandler.gameObject.SetActive(true);
        playingField.SetActive(true);
        robotDeselectionCollider.SetActive(true);


        ball.gameObject.SetActive(true);
        InititializeGame();
        //activate the playeturnhandler only
        playerTurnhandler.Activate(true);

        planCountDownCoroutine = StartCoroutine(CountDownPlanningTime());
    }