void pickup()
    {
        // create new block in hand
        if (Input.GetKeyDown(KeyCode.LeftShift))
        {
            spawnObject(objectToSpawn[SelectedCube]);
        }         // avoid out-of-bounds

        /*if (SelectedCube > objectToSpawn.Length - 1) {
         *      SelectedCube = 0;
         * }
         * if (SelectedCube < 0) {
         *      SelectedCube = objectToSpawn.Length - 1;
         * }*/
        // change selected block

        SelectedCube += Mathf.RoundToInt(Input.GetAxis("Mouse ScrollWheel"));
        Debug.Log(Mathf.RoundToInt(Input.GetAxis("Mouse ScrollWheel")));
        //Txt_SelectedCube.text = SelectedCube.ToString();

        // pickup existing block
        if (Input.GetKeyDown(KeyCode.E))
        {
            int x = Screen.width / 2;
            int y = Screen.height / 2;

            Ray        ray = mainCamera.GetComponent <Camera>().ScreenPointToRay(new Vector3(x, y));
            RaycastHit hit;
            if (Physics.Raycast(ray, out hit))
            {
                pickupable p = hit.collider.GetComponent <pickupable>();
                if (p != null)
                {
                    carrying      = true;
                    carriedObject = p.gameObject;
                    p.gameObject.GetComponent <Rigidbody> ().isKinematic = true;
                    yOffset = 0f;
                    zOffset = 0f;
                }
            }
        }
    }
    void pickup()
    {
        if (Input.GetKeyDown(KeyCode.E))
        {
            int x = Screen.width / 2;
            int y = Screen.height / 2;

            Ray        ray = MainCamera.GetComponent <Camera> ().ScreenPointToRay(new Vector3(x, y));
            RaycastHit hit;
            if (Physics.Raycast(ray, out hit))
            {
                pickupable p = hit.collider.GetComponent <pickupable> ();
                if (p != null)
                {
                    carrying      = true;
                    carriedObject = p.gameObject;
                    p.GetComponent <Rigidbody>().useGravity     = false;
                    p.GetComponent <Rigidbody>().freezeRotation = true;//THIS LINE FIXES WEIRD PHYSICS ON PICKED UP OBJECTS!!!!!!!!!!
                }
            }
        }
    }