private void OnGamePlayerConnected(UnityEngine.Networking.NetworkConnection conn) { if (DEBUG) { Debug.Log("OnPlayerConnected"); } ConnectedPlayerCount++; if (ConnectedPlayerCount >= MIN_REQ_PLAYERS) { _innerProcess.MoveNext(Command.EnoughPlayersJoined); } OnStateUpdate(); if (_meshTransferProcess.CurrentState.Equals(MeshServerLifecycle.ProcessState.HasMesh)) { _networkLobbyManager.ClientGetMesh(_meshServerAddress, _meshServerPort, conn.connectionId); } }