static void UpdateInstance() {
        if (_instance == null) {
            // Trying to find an existing instance in the scene
            _instance = (BluetoothMultiplayerAndroidManager) FindObjectOfType(typeof(BluetoothMultiplayerAndroidManager));

            // Creating a new instance in case there are no instances present in the scene
            if (_instance == null) {
                GameObject go = new GameObject(typeof(BluetoothMultiplayerAndroidManager).ToString());
                _instance = go.AddComponent<BluetoothMultiplayerAndroidManager>();
            }
        }
    }
    static void UpdateInstance()
    {
        if (_instance == null)
        {
            // Trying to find an existing instance in the scene
            _instance = (BluetoothMultiplayerAndroidManager)FindObjectOfType(typeof(BluetoothMultiplayerAndroidManager));

            // Creating a new instance in case there are no instances present in the scene
            if (_instance == null)
            {
                GameObject go = new GameObject(typeof(BluetoothMultiplayerAndroidManager).ToString());
                _instance = go.AddComponent <BluetoothMultiplayerAndroidManager>();
            }
        }
    }
    void Awake() {
        // Kill other instances
        if (FindObjectsOfType(typeof(BluetoothMultiplayerAndroidManager)).Length > 1)
        {
            DestroyImmediate(gameObject);
            Debug.LogError("Multiple BluetoothMultiplayerAndroidManager instance found, destroying");
            return;
        }

        _instance = this;
        // Set the GameObject name to the class name for UnitySendMessage
        gameObject.name = GetType().ToString();
        // We want this object to persist across scenes
        DontDestroyOnLoad(this);
    }
    void Awake()
    {
        // Kill other instances
        if (FindObjectsOfType(typeof(BluetoothMultiplayerAndroidManager)).Length > 1)
        {
            DestroyImmediate(gameObject);
            Debug.LogError("Multiple BluetoothMultiplayerAndroidManager instance found, destroying");
            return;
        }

        _instance = this;
        // Set the GameObject name to the class name for UnitySendMessage
        gameObject.name = GetType().ToString();
        // We want this object to persist across scenes
        DontDestroyOnLoad(this);
    }