}                                                                    //this holds a list of all players that have successfully loaded the game scene/map and ready to play
 public void AddNetworkClient(NetworkPlayer_Mirror newPlayer)         //add new player
 {
     if (isServer == false || GameManager.HostFactionID != factionID) //make sure that this is the server
     {
         return;
     }
     NetworkFactionManager_Mirror.NetworkPlayers.Add(newPlayer);
 }
        public void CmdSendGameSceneReadyMessage(int readyFactionID)
        {
            factionID = readyFactionID;
            NetworkPlayer_Mirror newPlayer = new NetworkPlayer_Mirror(gameMgr, factionID); //create new instance of the Network Client class for the client that just got the game scene ready

            HostFactionMgr.AddNetworkClient(newPlayer);                                    //register the client on the ready clients' list on the server/host's component

            HostFactionMgr.OnClientGameSceneReady();                                       //inform the server/host that one of the player's scene is now ready
        }