Hey there, so I'm developing a multiplayer game and I was able to give players different ids by using a syncvar and making the player count how many players there were, this then made them know wich player they are by know how many players are connected. The thing is, I added a lobby to the game and now everyone connects at the same time wich destroyed my old system. I've searched everywhere but can't seem to find a way of getting a player's unique ID. The docs are 5 word long for every command , so reading it didn't get me very far... I saw that the lobby players have a unique NetworkID on the inspector but when I tried to access it , it returned me 0 for the host and nothing for the client wich seems very strange to me. I also found that NetworkIdentity.netId returns an error that says that I cannot simply convert it to an int.