//will get unique code from server (not used)
    IEnumerator GetCodeFromServer1()
    {
        Player player = new Player();

        UnityWebRequest www = UnityWebRequest.Get(ApiUtil.BASE_URL + "getUniqueCode/" + player.GetUserName() + "/" + SystemInfo.deviceUniqueIdentifier);

        //Debug.Log("URL: " + ApiUtil.BASE_URL + "getUniqueCode/" + player.GetUserName());

        yield return(www.SendWebRequest());

        if (www.isNetworkError || www.isHttpError)
        {
            Debug.Log(www.error);
        }
        else
        {
            string      jsonString = www.downloadHandler.text;
            MyCodeModel myCode     = JsonUtility.FromJson <MyCodeModel>(jsonString);
            enterCodeField.GetComponent <TMP_InputField>().text = myCode.myCode;

            isJoinedGame = true;

            myGameCode = myCode.myCode;
        }
    }
    void GetCodeFromServer()
    {
        Debug.Log("CONNECTED: " + socketIOComponent.IsConnected);
        Player player = new Player();

        Dictionary <string, string> inputData = new Dictionary <string, string>();

        inputData.Add("userName", player.GetUserName());
        inputData.Add("deviceId", SystemInfo.deviceUniqueIdentifier);

        socketIOComponent.Emit("getUniqueCode", new JSONObject(inputData), (JSONObject obj) =>
        {
            string jsonString = obj[0].ToString();
            print("-=-=-=jsonString-=-=>" + jsonString);
            MyCodeModel myCode = JsonUtility.FromJson <MyCodeModel>(jsonString);
            enterCodeField.GetComponent <TMP_InputField>().text = myCode.myCode;

            isJoinedGame = true;

            myGameCode = myCode.myCode;
            GameManager.Inst.Lobby_id = myGameCode;
        });
    }