private void displayChallengeDescription()
{
currentDescription = currentChallenge.Value.challengeDescription;
int length = currentDescription.Length;
int maxChars = LINEHEIGHT * LINELENGTH;
int range = maxChars - length;
descriptionIndex = (int)Math.Floor(UnityEngine.Random.value * (range - 3) + 3);
//int numberOfNewLine = (length + (descriptionIndex % LINELENGTH)) / LINELENGTH;
////int someIndex = descriptionIndex % LINELENGTH;
////int insertPos = LINELENGTH - someIndex;
////currentDescription = currentDescription.Insert(insertPos, "\n");
////Debug.Log(numberOfNewLine);
//int overhead = -1;
//int charsAdded = 0;
//for (int i = 0; i < numberOfNewLine; ++i)
//{
// int insertPos = LINELENGTH - (descriptionIndex % LINELENGTH) + 1;
// currentDescription = currentDescription.Insert(insertPos+++overhead, "\n");
// charsAdded += insertPos;
//}
//if (currentDescription != null) Destroy(currentDescription);
// TODO: if not the first challenge, move the current message down
//currentDescription = currentChallenge.Value.challengeDescription;
// Vector3 size = challengeTextPrefab.GetComponent<MeshRenderer>().bounds.size;
// Vector3 spawnLocation = computerScreen.transform.position;
// MeshRenderer computerRend = computerScreen.GetComponent<MeshRenderer>();
// MeshRenderer messageRend = challengeTextPrefab.GetComponent<MeshRenderer>();
// scale the message
// message.transform.localScale = computerScreen.GetComponent<Renderer>().bounds.size;
// Move the message
//spawnLocation += -computerScreen.transform.right * messageRend.bounds.size.x / 2;// + computerRend.bounds.size.x / 2 * -computerScreen.transform.right;
// spawnLocation += computerScreen.transform.forward * computerRend.bounds.size.y / 2 - computerScreen.transform.forward * messageRend.bounds.size.y / 2;
// spawnLocation += computerScreen.transform.up * 0.001f;
// currentDescription = (GameObject)Instantiate(challengeTextPrefab, spawnLocation, computerScreen.transform.rotation);
//currentDescription.transform.GetChild(0).GetComponent<TextMesh>().text = description;
}