private void GameSetup() { NetworkManager = GameObject.Find("NetworkManager").GetComponent <NetworkManagerParty>(); int counter = 0; GameObject SpawnedObject; GameObject SpawndObject; foreach (var Player in NetworkManager.PartyPlayers) { SpawndObject = Instantiate(GameBoardPlayer); SpawndObject.GetComponent <GamePlayerInformation>().PlayerNetworkClone = Player; PlayerList.Add(SpawndObject); SpawnedObject = Instantiate(BoardObject); SpawnedObject.transform.parent = StartingLocations[counter].transform; SpawnedObject.transform.localPosition = new Vector3(0, 0, 0); SpawnedObject.GetComponent <PlayerObjectMovmentScript>().ConnectedPlayer = SpawndObject.GetComponent <GamePlayerInformation>(); SpawndObject.GetComponent <GamePlayerInformation>().BoardObject = SpawnedObject.GetComponent <PlayerObjectMovmentScript>(); SpawnedObject.GetComponent <PlayerObjectMovmentScript>().NextTile = FirstTile; counter++; } StartCoroutine("DecideTurnOrder"); // Decide the order in what players go }