private void Awake()
        {
            Current         = this;
            _networkManager = FindObjectOfType <NetworkManager>();

            Team blueTeam = GameObject.Find("Team_Blue").GetComponent <Team>();
            Team redTeam  = GameObject.Find("Team_Red").GetComponent <Team>();

            Deck bluePlayerDeck = ConfigReader.FindDeck("player-blue");
            Deck redPlayerDeck  = ConfigReader.FindDeck("player-red");

            PlayerData bluePlayer = new PlayerData(
                bluePlayerDeck, blueTeam, (byte)Players.Count);

            Players.Add(bluePlayer);
            blueTeam.Players.Add(bluePlayer);

            PlayerData redPlayer = new PlayerData(
                redPlayerDeck, redTeam, (byte)Players.Count);

            Players.Add(redPlayer);
            redTeam.Players.Add(redPlayer);

            Teams.Add(blueTeam);
            Teams.Add(redTeam);

            LocalPlayer      = gameObject.AddComponent <PlayerBehaviour>();
            LocalPlayer.Data = redTeam.Players[0];

            _unitRegistry = new UnitRegistry(LocalPlayer.Data.Team, Teams);

            _inputManager = FindObjectOfType <InputManager>();

            if (!_inputManager)
            {
                _inputManager = gameObject.AddComponent <InputManager>();
            }
            _inputManager.Session = _inputManager.Session ?? this;

            _visibilityManager = FindObjectOfType <VisibilityManager>();
            if (!_visibilityManager)
            {
                _visibilityManager = gameObject.AddComponent <VisibilityManager>();
            }
            _visibilityManager.UnitRegistry = _visibilityManager.UnitRegistry ?? _unitRegistry;

            _deploymentMenu.Initialize(_inputManager, LocalPlayer);

            // LoadedData ideally comes from the loading scene
            _loadedData = FindObjectOfType <LoadedData>();

            if (_loadedData != null)
            {
                TerrainMap = _loadedData.terrainData;
                PathData   = _loadedData.pathFinderData;
                Factory    = new UnitFactory();
                Settings   = new Settings();
            }
        }