// Use this for initialization void Start() { DontDestroyOnLoad(gameObject); //Player has joined. Tell the lobbyManager so that it can spawn a lobby entity for the player. lobbyManager = GameObject.Find("GameLobby").GetComponent <GameLobbyManager>(); lobbyManager.PlayerConnected(this, isLocalPlayer, isServer); //Behaviour changes for local players own lobby entity. PlayerID = playerID++; if (isHost) //To identify host in Hierachy, this conditional is only fired for clients, isHost is false for the host itself until later. { name = "HostPlayer"; } if (!isLocalPlayer) { return; } if (isServer) // player object becomes TurnController for everyone; { Cmd_SetHost(); Cmd_SpawnTurnController(); } }