title: Network Lobby manager
body: <p>I'm developing a multiplayer online application with unity3D, and I'm using <code>networkLobbyManager</code>, I managed to create a match and allow the players to join the match by running <code>matchMaker.JoinMatch</code> so I have all the players in <strong>"Lobby Scene"</strong> but I did not understand how we can join them in "play scene".
  (I have found that we can move to play scene only if all players are ready, but I do not understand how I can put them all ready). my code : </p>
  
  <pre><code>public InputField impF;
  public InputField impF1;
  public Dropdown d;
  List&lt;MatchInfoSnapshot&gt; m;
  MatchInfoSnapshot ma;
  public int n = 1;
  
  // Use this for initialization
  public void enableMatch()
  {
      Debug.Log("@ MMStart ");
      this.StartMatchMaker();
  }
  
  public override void OnStartHost()
  {
      base.OnStartHost();
      Debug.Log("the game has created");
  }
  
  public void crereMatch()
  {
      string nom = impF.text;
      Debug.Log(nom);
      MMCreateMateches(nom);
      n = 2;
  }
  
  public void findMtches()
  {
      MMListMateches();
  }
  
  public void joinMatch()
  {
      Debug.Log(d.options[d.value].text);
      foreach (var match in this.matches)
      {
          Debug.Log("dans la boucle des matches");
          Debug.Log(match.name);
          if ((d.options[d.value].text).Equals(match.name))
          {
              //on récupere 
              ma = match;
              Debug.Log("dans le if " + ma.name);
              break;
          }
      }
      // this.f
      m = this.matches;
      ma = m.Find(x =&gt; (x.name).Equals(ma.name));
      Debug.Log("apres recuperation de la liste" + ma.name);
      MMjoinMateches(ma);
  }
  
  void MMListMateches()
  {
      Debug.Log("@ MMListMateches ");
      this.matchMaker.ListMatches(0, 20, "", true, 0, 0, OnMatchList);
  }
  
  public override void OnMatchList(bool success, string extendedInfo, List&lt;MatchInfoSnapshot&gt; matchList)
  {
      Debug.Log("@ OnMatchList ");
      base.OnMatchList(success, extendedInfo, matchList);
      if (!success)
      {
          Debug.Log("liste failed " + extendedInfo);
      }
      else
      {
          if (matches.Count &gt; 0)
          {  //les matches en cours &gt; 0 ms on doit le joiner 
              Debug.Log("succesfully listed match 1 er match :" + matchList[0]);
              Debug.Log(matchList[0].name);
              foreach (var match in this.matches)
              {
                  Debug.Log("dans la boucle");
                  Debug.Log(match.name);
                  Debug.Log(" wééééééééééééééééééé ");
              }
              d.ClearOptions();
              foreach (var match in this.matches)
              {
                  Debug.Log(match.name);
                  // impF1.text = match.name;
                  List&lt;string&gt; m_DropOptions = new List&lt;string&gt; { match.name };
  
                  d.AddOptions(m_DropOptions);
              }
              //   MMjoinMateches(matchList[0]);
          }
          else
          {
              Debug.Log("no mateches");
              // MMCreateMateches();
          }
      }
  }
  
  void MMjoinMateches(MatchInfoSnapshot firstMatch)
  {
      Debug.Log("@ MMjoinMateches ");
      this.matchMaker.JoinMatch(firstMatch.networkId, "", "", "", 0, 0, OnMatchJoined);
  }
  
  public override void OnMatchJoined(bool success, string extendedInfo, MatchInfo matchInfo)
  {
      Debug.Log("@ OnMatchJoined ");
      base.OnMatchJoined(success, extendedInfo, matchInfo);
      if (!success)
      {
          Debug.Log("failed to join match " + extendedInfo);
          impF1.text = "failed";
      }
      else
      {
          Debug.Log("succesfuly joined match " + matchInfo.networkId);
          impF1.text = "succes";
          this.StartClient(matchInfo);
      }
  }
  
  void MMCreateMateches(string nom)
  {
      Debug.Log("@ MMCreateMateches ");
      Debug.Log(nom);
      this.matchMaker.CreateMatch(nom, 15, true, "", "", "", 0, 0, OnMatchCreate);
  }
  
  public override void OnMatchCreate(bool success, string extendedInfo, MatchInfo matchInfo)
  {
      Debug.Log("@ OnMatchCreate ");
      base.OnMatchCreate(success, extendedInfo, matchInfo);
      if (!success)
      {
  
          Debug.Log("failed to create match " + extendedInfo);
      }
      else
      {
          Debug.Log("succesfuly created match " + matchInfo.networkId);
          OnStartHost();
      }
  }
  
  public override void OnLobbyServerPlayersReady()
  {
      base.OnLobbyServerPlayersReady();
  }
  </code></pre>