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);
        }
    }