private void addNextSection()
{
GameObject nextSection = GetSectionForDifficulty(CalculateDifficulty(currentLength));
GameObject lastSection = ((GameObject) currentPath [currentPath.Count-1]);
Vector3 pos = lastSection.transform.position;
pos.z += lastSection.GetComponent<SectionController>().Length/2;
GameObject newObject = (GameObject) Instantiate(nextSection, pos, Quaternion.identity);
float newObjectLength = newObject.GetComponent<SectionController>().Length;
pos.z += newObjectLength/2;
newObject.transform.position = pos;
currentLength += newObjectLength;
currentPath.Add(newObject);
}