/// <summary>
        /// Parses the networkConfig string for the clients TCP info and room name to send to the client
        /// Retrieves the room from TangoDatabase based on it's name
        /// Establishes a TCP connection with the client and sends the byte data for the room
        /// </summary>
        /// <param name="networkConfig"></param>
        void SendTangoMeshThread(string networkConfig)
        {
            var    networkConfigArray = networkConfig.Split('~');
            string name = networkConfigArray[2];

            UnityEngine.Debug.Log("Sending Tango Mesh Master Client " + name);

            TcpClient client = new TcpClient();

            client.Connect(IPAddress.Parse(networkConfigArray[0]), System.Int32.Parse(networkConfigArray[1]));

            using (NetworkStream stream = client.GetStream())
            {
                TangoDatabase.TangoRoom T = TangoDatabase.GetRoomByName(name);

                //write the parent id
                var parentData = BitConverter.GetBytes(T.parentID);
                stream.Write(parentData, 0, parentData.Length);

                var data = T._meshes;
                stream.Write(data, 0, data.Length);
                UnityEngine.Debug.Log("Mesh sent: mesh size = " + data.Length);
            }
            client.Close();

            Thread.CurrentThread.Join();
        }
        /// <summary>
        /// When a TangoRoom is delete, remove it from the list in TangoDatabase.cs
        /// </summary>
        private void OnDestroy()
        {
            TangoDatabase.TangoRoom T = TangoDatabase.GetRoomByName(this.gameObject.name);

            TangoDatabase.DeleteRoom(T);
        }