public UNetNetServerDriver()
        {
            _networkGameObject = new GameObject("_internalListenServer");
            _internalNetwork   = _networkGameObject.AddComponent <UnityNetworkObject>();
            _internalNetwork.OnServerPacket += OnServerPacket;
            _internalNetwork.OnClientPacket += OnClientPacket;


            _internalNetwork.Init(true);

            // we launch the local server!
            _internalNetwork.LaunchListenServer();

            Object.DontDestroyOnLoad(_networkGameObject);
        }
        // ReSharper disable once InconsistentNaming
        public UNetNetClientDriver(string inIP)
        {
            _networkGameObject = new GameObject("_internalListenClient");
            _internalNetwork   = _networkGameObject.AddComponent <UnityNetworkObject>();
            _internalNetwork.OnServerPacket     += OnServerPacket;
            _internalNetwork.OnClientPacket     += OnClientPacket;
            _internalNetwork.OnConnected        += OnClientConnected;
            _internalNetwork.OnFailedConnection += OnFailedConnected;
            _internalNetwork.OnDisconnect       += OnClientDisconnected;

            _internalNetwork.Init(false);

            // we launch the local server!
            _internalNetwork.ConnectToServer(inIP);

            Object.DontDestroyOnLoad(_networkGameObject);
        }