// Server
    public void OnReadyUpMessage(NetworkMessage _networkMessage)
    {
        ReadyUpMessage incomingMsg = _networkMessage.ReadMessage <ReadyUpMessage>();

        string lobbyMsg = "";

        // Find player in our info list
        for (int i = 0; i < this.maxConnections; i++)
        {
            if (this.playerInfoList[i].connectionId == _networkMessage.conn.connectionId)
            {
                // Set our ready bool in our list
                this.isPlayerReadyList[i] = incomingMsg.isReady;

                if (incomingMsg.isReady)
                {
                    //Debug.Log("Player " + _networkMessage.conn.connectionId.ToString() + " is ready");
                    lobbyMsg = this.playerInfoList[i].name + " is ready";
                }
                else
                {
                    //Debug.Log("Player " + _networkMessage.conn.connectionId.ToString() + " is NOT ready");
                    lobbyMsg = this.playerInfoList[i].name + " is not ready";
                    this.isLobbyTimerCountingDown = false;
                }
            }
        }



        this.SendLobbyUpdates(lobbyMsg);
    }
    // Client
    public void SendReadyUpMessage()
    {
        // update button text
        this.canvasManager.UpdateReadyButtonText(!this.isClientReady);

        // Send msg
        ReadyUpMessage msg = new ReadyUpMessage();

        this.isClientReady = !this.isClientReady;
        msg.isReady        = this.isClientReady;
        this.client.Send(CustomMsgType.ReadyUp, msg);
    }