private void OnNavigateToWindow(string windowId)
        {
            // You usually don't have to do this as the system takes care of everything
            // automatically, but since we're dealing with navigation and the Window layer
            // has a history stack, this way we can make sure we're not just adding
            // entries to the stack indefinitely
            uiFrame.CloseCurrentWindow();

            switch (windowId)
            {
            case ScreenIds.PlayerWindow:
                uiFrame.OpenWindow(windowId, new PlayerWindowProperties(fakePlayerData.LevelProgress));
                break;

            case ScreenIds.CameraProjectionWindow:
                transformToFollow.parent.gameObject.SetActive(true);
                uiFrame.OpenWindow(windowId, new CameraProjectionWindowProperties(cam, transformToFollow));
                break;

            default:
                uiFrame.OpenWindow(windowId);
                break;
            }
        }