public void ConfirmActionServer(int lockStepTurn, int confirmingPlayerID, int confirmedPlayerID) { if (!Network.isServer) { return; } //Workaround - if server and client on same machine //Debug.Log("ConfirmActionServer called turn:" + lockStepTurn + " playerID:" + confirmingPlayerID); //Debug.Log("Sending Confirmation to player " + confirmedPlayerID); if (_localPlayerIndex == confirmedPlayerID) { //we don't need an RPC call if this is the server ConfirmAction(lockStepTurn, confirmingPlayerID); } else { _networkInterface.CallConfirmAction(allPlayers[confirmedPlayerID], lockStepTurn, confirmingPlayerID); } }