//Match ends /// <summary> /// For server & clients; /// </summary> /// <returns></returns> public IEnumerator backToLobby() { yield return(new WaitForSeconds(5)); cl_preroundStarted = false; Cursor.visible = true; onClientReady.Clear(); if (isServer) { syn_match_state = MATCH_STATE.LOBBY; comp_spawnPoint_manager.enabled = false; lobbyManager.ServerReturnToLobby(); } }