//Override OnClientConnect to detect if the player is using VR
    public override void OnClientConnect(NetworkConnection conn)
    {
        base.OnClientConnect(conn);

        CreateVrPlayerMessage newPlayerMessage = new CreateVrPlayerMessage
        {
            isVrPlayer = UnityEngine.XR.XRDevice.isPresent
        };

        conn.Send(newPlayerMessage);

        //SpawnMessage extraMessage = new SpawnMessage ();
        //extraMessage.isVrPlayer = UnityEngine.XR.XRSettings.enabled;

        // NetworkConnection readyConn, byte[] extraData
        //ClientScene.AddPlayer (client.connection, 0, extraMessage);
        //ClientScene.AddPlayer(conn, null);
    }
    //Custom method for setting up Vr and Non-Vr players
    void OnCreatePlayer(NetworkConnection conn, CreateVrPlayerMessage message)
    {
        GameObject emptyGO      = new GameObject();
        Transform  newTransform = emptyGO.transform;
        Transform  spawnPoint   = newTransform;

        GameObject newPlayer;

        if (message.isVrPlayer)
        {
            newPlayer = (GameObject)Instantiate(this.vrPlayerPrefab, spawnPoint.position, spawnPoint.rotation);
        }
        else
        {
            newPlayer = (GameObject)Instantiate(this.playerPrefab, spawnPoint.position, spawnPoint.rotation);
        }
        NetworkServer.AddPlayerForConnection(conn, newPlayer);
        playerCount++;
    }