public void SetPlayerCharacter(MyPlayer player, MyCharacter newCharacter, MyEntity spawnedBy)
        {
            Debug.Assert(Sync.IsServer, "SetPlayerCharacter can be only called on the server!");

            newCharacter.SetPlayer(player);

            if(spawnedBy != null)
            {
                long relatedEntity = spawnedBy.EntityId;
                Vector3 relativePosition = (newCharacter.WorldMatrix * MatrixD.Invert(spawnedBy.WorldMatrix)).Translation;
               MyMultiplayer.RaiseEvent(newCharacter, x => x.SpawCharacterRelative, relatedEntity, relativePosition);   
            }           
        }
        public void SetPlayerCharacter(MyPlayer player, MyCharacter newCharacter, MyEntity spawnedBy)
        {
            Debug.Assert(Sync.IsServer, "SetPlayerCharacter can be only called on the server!");

            newCharacter.SetPlayer(player);
            if (MyVisualScriptLogicProvider.PlayerSpawned != null && !newCharacter.IsBot)
                MyVisualScriptLogicProvider.PlayerSpawned(newCharacter.ControllerInfo.Controller.Player.Identity.IdentityId);

            if(spawnedBy != null)
            {
                long relatedEntity = spawnedBy.EntityId;
                Vector3 relativePosition = (newCharacter.WorldMatrix * MatrixD.Invert(spawnedBy.WorldMatrix)).Translation;
               MyMultiplayer.RaiseEvent(newCharacter, x => x.SpawCharacterRelative, relatedEntity, relativePosition);   
            }           
        }