// TODO : Need to handle the connected player after game started void OnPlayerConnected(NetworkPlayer player) { // Here we add a new player // Debug.Log("New player connected : " + player.ToString()); allLobbyPlayers.Add(player); // Once all expected players have joined, send all clients the list of players if (allLobbyPlayers.Count == _numberOfPlayers) { foreach (NetworkPlayer p in allLobbyPlayers) { // Debug.Log("Calling RegisterPlayerAll..."); _networkInterface.CallRegisterPlayerAll(p); } // start the game // Debug.Log("Ready to Start Sesion : " + allLobbyPlayers.Count + "/" + _numberOfPlayers); _networkInterface.CallStartSession(); } }