void updatePlayers()
    {
        Debug.Log("updating players");
        int numberOfPlayers = 0;

        multiplayerInfo.UpdateSharedInfo();
        numberOfPlayers = UnityClient.numberOfPlayers;
        Debug.Log(numberOfPlayers);
        Debug.Log(multiplayerInfo.sharedDataString);

        if (UnityClient.gameStarted == "1" && SceneManager.GetActiveScene().name == "Lobby")
        {
            SceneManager.LoadScene("gameScene");
        }

        if (numberOfPlayers > 0)
        {
            player1.text = "Green Player";
        }
        else
        {
            player1.text = "";
        }
        if (numberOfPlayers > 1)
        {
            player2.text = "Red Player";
        }
        else
        {
            player2.text = "";
        }
        if (numberOfPlayers > 2)
        {
            player3.text = "Blue Player";
        }
        else
        {
            player3.text = "";
        }
        if (numberOfPlayers > 3)
        {
            player4.text = "Yellow Player";
        }
        else
        {
            player4.text = "";
        }
    }
    // Use this for initialization
    void Start()
    {
        multiplayerInfo = (UnityClient)GameObject.FindObjectOfType <UnityClient>();


        ishost = UnityClient.isHost;
        if (ishost)
        {
            TurnManager.thisPlayer = 1;
        }
        else
        {
            button.SetActive(false);
            multiplayerInfo.UpdateSharedInfo();
            TurnManager.thisPlayer = UnityClient.numberOfPlayers;
        }

        Debug.Log(ishost);
    }