private void PlayerReadyOnServer(NetworkMessage message) { NetworkPlayerData playerDataMessage = message.ReadMessage <NetworkPlayerData>(); PlayerData playerData = playersManager.FindPlayerById(playerDataMessage.id); playerData.ready = true; LobbyManager lobbyManager = LobbyManager.Instance; if (lobbyManager.IsEveryoneReady()) { lobbyManager.ClearState(); NetworkServer.SendToAll(MessageConstants.MESSAGE, new NetworkConsoleMessage(0, "Servers says: Enough players in lobby, game will start soon.", MessageColor.BLUE)); StartCoroutine(GameAboutToStartMessage()); } NetworkServer.SendToAll(MessageConstants.MESSAGE, new NetworkConsoleMessage(0, "Servers says: " + playerData.playerName + " is ready.", MessageColor.BLUE)); }