/// <summary>
        /// Called on the server when a client adds a new player with ClientScene.AddPlayer.
        /// <para>The default implementation for this function creates a new player object from the playerPrefab.</para>
        /// </summary>
        /// <param name="conn">Connection from client.</param>
        public override void OnServerAddPlayer(NetworkConnection conn)
        {
            Transform  startPos = GetStartPosition();
            GameObject player   = startPos != null
                ? Instantiate(playerPrefab, startPos.position, startPos.rotation)
                : Instantiate(playerPrefab);

            LocalPlayers[conn] = player.GetComponent <NetworkIdentity>(); // Added by FPSLANDS
            NetworkServer.AddPlayerForConnection(conn, player);
            RelayOnServerAddPlayer?.Invoke(conn);                         // Added by FPSLANDS
        }
 /// <summary>
 /// Called on the server when a client adds a new player with ClientScene.AddPlayer.
 /// <para>The default implementation for this function creates a new player object from the playerPrefab.</para>
 /// </summary>
 /// <param name="conn">Connection from client.</param>
 public override void OnServerAddPlayer(NetworkConnection conn)
 {
     base.OnServerAddPlayer(conn);
     RelayOnServerAddPlayer?.Invoke(conn);
 }