void OnValidate()
        {
            if (m_MaxPlayers <= 0)
            {
                m_MaxPlayers = 1;
            }

            if (m_MaxPlayersPerConnection <= 0)
            {
                m_MaxPlayersPerConnection = 1;
            }

            if (m_MaxPlayersPerConnection > maxPlayers)
            {
                m_MaxPlayersPerConnection = maxPlayers;
            }

            if (m_MinPlayers < 0)
            {
                m_MinPlayers = 0;
            }

            if (m_MinPlayers > m_MaxPlayers)
            {
                m_MinPlayers = m_MaxPlayers;
            }

            if (m_LobbyPlayerPrefab != null)
            {
                var uv = m_LobbyPlayerPrefab.GetComponent <NetworkIdentity>();
                if (uv == null)
                {
                    m_LobbyPlayerPrefab = null;
                    Debug.LogWarning("LobbyPlayer prefab must have a NetworkIdentity component.");
                }
            }

            if (m_GamePlayerPrefab != null)
            {
                var uv = m_GamePlayerPrefab.GetComponent <NetworkIdentity>();
                if (uv == null)
                {
                    m_GamePlayerPrefab = null;
                    Debug.LogWarning("GamePlayer prefab must have a NetworkIdentity component.");
                }
            }
        }
        public override void OnValidate()
        {
            // always >= 0
            maxConnections = Mathf.Max(maxConnections, 0);

            // always <= maxConnections
            minPlayers = Mathf.Min(minPlayers, maxConnections);

            // always >= 0
            minPlayers = Mathf.Max(minPlayers, 0);

            if (lobbyPlayerPrefab != null)
            {
                NetworkIdentity identity = lobbyPlayerPrefab.GetComponent <NetworkIdentity>();
                if (identity == null)
                {
                    lobbyPlayerPrefab = null;
                    Debug.LogError("LobbyPlayer prefab must have a NetworkIdentity component.");
                }
            }

            base.OnValidate();
        }