public void ReceiveNewPlayer(NetworkPlayer Player, NetworkViewID ViewID, Vector3 Position, Quaternion Rotation)
    {
        if (Network.isServer)
        {
            return;
        }

        GameObject NetworkPlayer = mSpawnHelper.CreateNetworkPlayer(Player, ViewID, Position, Rotation, 0, 1, 0);

        ServerDetails.AddConnection(Player, NetworkPlayer);
    }
    public void ReceiveExistingPlayer(NetworkPlayer Player, NetworkViewID ViewID, Vector3 Position, Quaternion Rotation, int State, int teamID, int ballType)
    {
        if (Network.isServer)
        {
            return;
        }

        Debug.Log("Existing player at position: " + Position);
        GameObject NetworkPlayer = mSpawnHelper.CreateNetworkPlayer(Player, ViewID, Position, Rotation, State, ballType, teamID);

        Debug.Log(" Existing Player: " + Player);
        ServerDetails.AddConnection(Player, NetworkPlayer);
    }
    public void ReceiveConnectionDetails(NetworkPlayer Player, NetworkViewID ViewID, Vector3 Position, Quaternion Rotation)
    {
        if (!Network.isClient)
        {
            return;
        }

        LocalPlayer = mSpawnHelper.CreateLocalPlayer(Player, ViewID, Position, Rotation);
        mNetworkview.RPC("ReceiveNewPlayer", RPCMode.Others, Player, ViewID, Position, Rotation);

        pHUD = GameObject.FindGameObjectWithTag("PlayerHUD").GetComponent <HUDCanvas>();
        ServerDetails.AddConnection(Player, LocalPlayer);
        mNetworkview.RPC("GetOtherPlayers", RPCMode.Server);
        LastPosition = LocalPlayer.GetComponent <PlayerMovement>().GetPosition();
        mNetworkview.RPC("PlayerAlive", RPCMode.Server, Player);
    }
    public void RequestConnection(NetworkMessageInfo info)
    {
        if (!Network.isServer)
        {
            return;
        }

        NetworkViewID ViewID = Network.AllocateViewID();

        Transform SP = mLevelController.GetComponent <SpawnControl>().GetSpawnPoint();

        GameObject NetworkPlayer = mSpawnHelper.CreateNetworkPlayer(info.sender, ViewID, SP.position, SP.rotation, (int)PlayerState.Creating, 1, 0);

        Debug.Log(NetworkPlayer.transform.position);
        ServerDetails.AddConnection(info.sender, NetworkPlayer);
        if (info.sender != null)
        {
            mNetworkview.RPC("ReceiveConnectionDetails", info.sender, info.sender, ViewID, SP.position, SP.rotation);
        }
    }