privateulongm_localId;// This is not necessarily the same as the OwnerClientId, since all clients will see all spawned objects regardless of ownership.
boolareAllPlayersConnected=m_connectedPlayerIds.Count>=m_expectedPlayerCount;// The game will begin at this point, or else there's a timeout for booting any unconnected players.
boolareAllPlayersConnected=NetworkManager.ConnectedClients.Count>=m_expectedPlayerCount;// The game will begin at this point, or else there's a timeout for booting any unconnected players.