title: How to sync scene loading for all clients using NetworkManager
body: <p>I'm creating a 2D game for iOS. My game uses a host and client approach for a two player versus game in LAN.
  The host waits for a client then after loads the next scene. The problem is the scene loading is not synced for both players. The scene starts earlier than the other. I want to wait for all players to load the scene before any other work.</p>
  
  <p>My NetworkManager has no online and offline scene assigned. No playerPrefab also because it will be added dynamically. I'm using ServerChangeScene(). 
  I'm rather new to Unity and networking so any help is appreciated.</p>
  
  <pre><code>public override void OnServerConnect (NetworkConnection conn)
  {
      base.OnServerConnect (conn);
  
      print ("OnServerConnect");
  
      //not localclient(host)
      if (client != null &amp;&amp; client.connection != conn) {
          ServerChangeScene ("PlayScene");
      }
  }
  </code></pre>