made new smaller level for colour collide demo presentation
hard code four animals for players and changed the name shown in lobby so players know their animal and colour
created level scoreboard for amount of coloured gameobjects 10second timer, then loads the main scoreboard, ten second timer, then loads the new scene based on string given in inspector
allow texture to load through script
# Conflicts:
# Assets/Third Party Assets/ProCore/ProGrids/About/Editor/pg_AboutWindow.cs.meta
# Assets/Third Party Assets/ProCore/ProGrids/Classes/pg_Constant.cs.meta
# Assets/Third Party Assets/ProCore/ProGrids/Classes/pg_Enum.cs.meta
# Assets/Third Party Assets/ProCore/ProGrids/Classes/pg_IconUtility.cs.meta
# Assets/Third Party Assets/ProCore/ProGrids/Classes/pg_IgnoreSnapAttribute.cs.meta
# Assets/Third Party Assets/ProCore/ProGrids/Editor/pg_Editor.cs.meta
# Assets/Third Party Assets/ProCore/ProGrids/Editor/pg_GridRenderer.cs.meta
# Assets/Third Party Assets/ProCore/ProGrids/Editor/pg_ParameterWindow.cs.meta
# Assets/Third Party Assets/ProCore/ProGrids/Editor/pg_Preferences.cs.meta
# Assets/Third Party Assets/ProCore/ProGrids/Editor/pg_ToggleContent.cs.meta
# Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_Button_Hover.png.meta
# Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_Button_Normal.png.meta
# Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_AngleVis_Off.png.meta
# Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_AngleVis_On.png.meta
# Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_Divider.png.meta
# Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_PGrid_3D_Off.png.meta
# Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_PGrid_3D_On.png.meta
# Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_PGrid_Lock_Off.png.meta
# Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_PGrid_Lock_On.png.meta
# Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_PGrid_X_Off.png.meta
# Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_PGrid_X_On.png.meta
# Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_PGrid_Y_Off.png.meta
# Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_PGrid_Y_On.png.meta
# Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_PGrid_Z_Off.png.meta
# Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_PGrid_Z_On.png.meta
# Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_PushToGrid_Normal.png.meta
# Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_PushToGrid_Pressed.png.meta
# Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_Snap_Off.png.meta
# Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_Snap_On.png.meta
# Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_Vis_Off.png.meta
# Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_Vis_On.png.meta
# Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_MenuExtendo_Close.png.meta
# Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_MenuExtendo_Open.png.meta
# Assets/Third Party Assets/ProCore/ProGrids/MonoBehaviour/pg_IgnoreSnap.cs.meta
# Assets/Third Party Assets/ProCore/ProGrids/Shader/pg_GridShader.shader.meta
Reworked logic functions so they find the next block
Added scene for testing
Added proGrids back
Added Editor tool to move main camera to scene view Atl-Shit C