//called after all players have returned control to the server, or have been kicked for not doing so after the timeout has expired private void Finished() { Debug.Log("GameStartManager.Finished()"); MoveAllPlayersToStartPoints(); float startTime = BoltNetwork.serverTime + SYNC_TIME; SyncEvent evnt = SyncEvent.Create(Bolt.GlobalTargets.Everyone, Bolt.ReliabilityModes.ReliableOrdered); evnt.StartTime = startTime; evnt.Send(); Destroy(this); }