Remove System Pref

This should be defined by the user of Unity.
Resolves #4

Easy correct fix for this problem, I should've done this previously
Fixed playback speed on scene view

- Fixed playback speed on scene view, now it'll interpolate the movement between the suposed frames (although the character always tries to move towards the next position, which makes turns to look wrong. I came up with one thousand bad solutions, but none yet were good)
Initial design of the playable experience

- It's on the initial design, I've rewritten this about 2 times before coming to this conclusion. It still has flaws, specially since the experience can't run forever since the precomputation doesn't go towards infinity. To solve this, or we would need to get outside the idea of discretized space, or to keep calculating batchs of work in a separated thread (which again can be non-trivial to implement). Another possible way to 'solve' this is to set the stepsize on the precomputation to be a high value (i.e. 0.5) and set the time samples to something big (i.e. 10k). That would give us 5000 seconds of simulation time before rewinding the level to the beginning.

* Forgot to push
I will post on github the changes when I merge with the master branch
Read and plot

Cal the readResult.py, it will read the first path and plot it. The
plot will be save as a .svg. For better result only output draw path.
Change the level metal gear solid

Modified the Enemy script to remove the FOV from the GUI update.
Added new levels

Levels used for the study, they are pretty simple but can useful for
testing.
Added ignore file

ignore
More changes, changelog will be added when it merges with master branch
Removed conflict errors
quick
Fix
Fix for infinite timestamps
Add ignore
Added colour paths for clusters

Yeah!
Added one more cluster

Clear cluster with capital U.
- Added serialization for Path
 - Created PathBulk to be a holder for a list of paths
 - Fixed stuff related on other classes
- Fixed runtime calculations
 - Fullmap is now saved while running (currently it can only hold up to 10,000 timestamps
 - Player uses the correct timestamp at runtime
 - Stepsize in FoVController is now taken into consideration at runtime
- Moved Edit Grid to MapperWindowEditor (out from Mapper)
 - This implies a new button on the Mapper main window
- Added support for path exportation/importation
 - For both pre-computation and runtime
  - At runtime, after the game is exit, the path is exported
  - At precomputaiton, it's needed to manually export the path
- Started organizing stuff in classes
 - Moving shared methods into libraries/utilities classes (more planned)
 - Refactored functions into methods in MapperWindowEditor due to sharing logic along the class
Wrong merging again. I need to pay more attention when merging.
Added support for path exportation for the Machine Learning part
The data is exported when the game is halted from playing