public void SpawnPlayer(NetworkConnection conn, short playerControllerId, Utils.PlayerType type)
    {
        GameObject prefab = null;

        switch (type)
        {
        case Utils.PlayerType.HoloLens:
            prefab = holoLensPlayerPrefab;
            break;

        case Utils.PlayerType.VR:
            prefab = vrPlayerPrefab;
            break;
        }

        if (!prefab)
        {
            Debug.LogError("Unspawnable player type for client: " + type.ToString());
            return;
        }

        Debug.Log("Spawning a " + type.ToString() + " player.");
        GameObject player = Instantiate(prefab, playersContainer.transform);

        player.GetComponent <PlayerController>().alignmentManagerObject = alignmentManager.gameObject;
        NetworkServer.AddPlayerForConnection(conn, player, playerControllerId);
        player.GetComponent <PlayerController>().RpcPlayerIsInitialized();
    }
    /// <summary>
    /// Spawns a new network player and sets him up (Runs on server side)
    /// </summary>
    /// <param name="conn">Connection from where the original message came from</param>
    /// <param name="playerControllerId">ID for identifying the playerController</param>
    /// <param name="playerType">Type of the player (VR or HoloLens)</param>
    /// <param name="alignmentPosition">Offset Position for Hololens (equals the Markerposition in the HoloLens coordinate system)</param>
    /// <param name="alignmentRotation">Offset Rotation for HoloLens (equals the Markerrotation in the HoloLens coordinate system)</param>
    public void SpawnPlayer(NetworkConnection conn, short playerControllerId, Utils.PlayerType playerType, Vector3 alignmentPosition, float alignmentRotation, string localPlayerName)
    {
        Debug.Log("Spawning a " + playerType.ToString() + " player.");

        var _alignmentTranslation = playerType == Utils.PlayerType.HoloLens ? alignmentPosition : playersContainer.transform.position;
        var _alignmentRotation    = playerType == Utils.PlayerType.HoloLens ? alignmentRotation : playersContainer.transform.rotation.eulerAngles.y;

        GameObject player = Instantiate(networkPlayer, playersContainer.transform);

        NetworkServer.AddPlayerForConnection(conn, player, playerCounter);

        player.GetComponent <NetworkPlayer>().RpcSetupPlayer(_alignmentTranslation, _alignmentRotation, playerType, playerCounter, MarkerOffset.position, localPlayerName);

        player.GetComponent <NetworkPlayer>().PlayerName = localPlayerName;

        if (playerType == Utils.PlayerType.HoloLens)
        {
            playerCounter++;
        }
    }