void Start()
 {
     if (MultiplayerManager.instance.m_isServer)
     {
         InvokeRepeating("ServerSendCarPositions", 0, 1 / (float)SEND_RATE);
     }
     else
     {
         var vehicleParent = new GameObject("Vehicles Network parent");
         for (int i = 0; i < CAR_POOL_SIZE; i++)
         {
             var obj = new GameObject("CarPoolObject " + i);
             obj.transform.parent = obj.transform;
             obj.AddComponent <VehicleNetworkView>();
             obj.AddComponent <MeshFilter>();
             obj.AddComponent <MeshRenderer>();
             obj.SetActive(false);
             NetworkCarObject nCarObject = new NetworkCarObject();
             nCarObject.GameObject = obj;
             m_fakeCarsPoolAvailable.Add(nCarObject);
         }
     }
 }
 void Start()
 {
     if (MultiplayerManager.instance.m_isServer)
     {
         InvokeRepeating("ServerSendCarPositions", 0, 1 / (float)SEND_RATE);
     }
     else
     {
         var vehicleParent = new GameObject("Vehicles Network parent");
         for (int i = 0; i < CAR_POOL_SIZE; i++)
         {
             var obj = new GameObject("CarPoolObject " + i);
             obj.transform.parent = obj.transform;
             obj.AddComponent<VehicleNetworkView>();
             obj.AddComponent<MeshFilter>();
             obj.AddComponent<MeshRenderer>();
             obj.SetActive(false);
             NetworkCarObject nCarObject = new NetworkCarObject();
             nCarObject.GameObject = obj;
             m_fakeCarsPoolAvailable.Add(nCarObject);
         }
     }
 }