private void JoinAvailableMatchCallBack(JoinAvailableMatchResponse response) { if (response.Success) { var matchObject = response.Match; if (matchObject.State != GameState.MATCHSTATE_READY) { UnityEngine.Debug.Log("INVALID MATCH STATE:" + matchObject.State); } SaveMatchId(matchObject.MatchId); CurrentGame.MatchId = matchObject.MatchId; CurrentGame.Update(matchObject); CurrentGame.OccupyEmptyPlayerPosition(m_chilliConnectId); StartMatch(matchObject.MatchId); OnMatchMakingSuceeded(CurrentGame); } else { OnMatchMakingFailed(); } }