How to display also numbers of players that connect to my server in my Server list?

i want to add numbers of player inside my lobby in server list of my multiplay

er menu?

//this is my Menu script…

using UnityEngine;
using System.Collections;
using System.Text.RegularExpressions;
public class Menu : MonoBehaviour {
private string CurMenu;
public string Name;
public string MatchName;

public int Players;

Transform bg;
Transform bg1;

Transform mn;
Transform sn;
public GameObject textfield;
public GameObject textfield1;
public GameObject Serverlist;

public Texture hostagame;
public Texture PlayerName;
public Texture SaveName;
public Texture ServerList;
public Texture Back;
public Texture Create;
public Texture matchnamee;
public Texture refreshh;
public Texture maxpleyer;
public Texture plus;
public Texture minus;
public Texture startgame;
public Texture connect;

public GUIStyle customGuiStyle;



public AudioClip beep;

// Use this for initialization
void Start () 
{
	CurMenu = "Main";
	Name = PlayerPrefs.GetString("PlayerName");

}

// Update is called once per frame
void Update () 
{
	if ( !bg )
	{
		
		bg =  GameObject.Find( "bg" ).transform;
	}
	if ( !bg1 )
	{
		
		bg1 =  GameObject.Find( "bg1" ).transform;
	}


}

void ToMenu(string menu)
{
	CurMenu = menu;
	
	
	
}
void OnGUI(){
	if(CurMenu == "Main")
		Main();
	if(CurMenu == "Host")
		Host();
	if(CurMenu == "Lobby")
		Lobby();
	if(CurMenu == "List")
		MatchList();
}

private void Main(){
	textfield1.SetActive(false);
	textfield.SetActive(true);
	Serverlist.SetActive(false);
	GUI.backgroundColor = Color.clear;
	if(GUI.Button(new Rect(300,345,400,100),hostagame))
	{
			
		textfield1.SetActive(true);

		audio.PlayOneShot(beep);
		ToMenu("Host");
	}
		   GUI.Label(new Rect(710,110,380,120),PlayerName);
	Name = GUI.TextField(new Rect(755,210,135,32),Name,8,customGuiStyle);
	Name = Name.Replace("

“, “”);
Name = Regex.Replace(Name, @”[^a-zA-Z0-9 ]", “”);

	if(GUI.Button(new Rect(625,250,400,110),SaveName)){
		PlayerPrefs.SetString("PlayerName",Name);
		audio.PlayOneShot(beep);
		
	}
	if(GUI.Button(new Rect(300,410,400,100),ServerList))
	{
		textfield.SetActive(false);
		Serverlist.SetActive(true);
		audio.PlayOneShot(beep);
		ToMenu("List");
	}
	if(GUI.Button(new Rect(300,475,400,100),Back)){
		audio.PlayOneShot(beep);
		Application.LoadLevel("Main_Menu");
	
	}

}

private void Host(){
	GUI.backgroundColor = Color.clear;
	textfield.SetActive(false);

	if(GUI.Button(new Rect(350,470,400,100),Create))
	{
			NetworkManager.Instance.StartServer(MatchName,Players);
			textfield1.SetActive(false);
			ToMenu("Lobby");
			audio.PlayOneShot(beep);
	}
	
	if(GUI.Button(new Rect(580,470,400,100),Back)){
		textfield.SetActive(true);
		ToMenu("Main");
		audio.PlayOneShot(beep);
		
	}
	MatchName = GUI.TextField(new Rect(720,240,140,32),MatchName,5,customGuiStyle);
	MatchName = MatchName.Replace("

“, “”);
MatchName = Regex.Replace(MatchName, @”[^a-zA-Z0-9 ]", “”);
GUI.Label(new Rect(450,200,380,110),matchnamee);
Players = Mathf.Clamp(Players, 1, 3);
GUI.Label(new Rect(450,280,380,110),maxpleyer);
if(GUI.Button(new Rect(640,260,150,150),plus))
{
Players ++;
audio.PlayOneShot(beep);
}
GUI.Label(new Rect(780,320,100,70),Players.ToString());
if(GUI.Button(new Rect(770,260,150,150),minus))
{
audio.PlayOneShot(beep);
Players --;
}

}

private void Lobby(){
	GUI.backgroundColor = Color.clear;
	if (Network.isServer)
	{
	
		//if(GUI.Button(new Rect(Screen.width -750,Screen.height - 135,300,100),startgame))
		if(GUI.Button(new Rect(500,400,300,100),startgame))
		{
			//NetworkManager.Instance.MatchStarted = true;
			NetworkManager.Instance.networkView.RPC("LoadLevel", RPCMode.All);
			//networkView.RPC("StartServer", RPCMode.All);
			audio.PlayOneShot(beep);
			
		}
	}	
	//if(GUI.Button(new Rect(Screen.width -128,Screen.height - 52,128,32),"Back")){
		//ToMenu("Host");
		//NetworkManager.Instance.OnPlayerDisconnected();
	//	Application.Quit();
		
	//}



	GUILayout.BeginArea(new Rect(550, 250, Screen.width / 2, Screen.height));
	foreach(Player pl in NetworkManager.Instance.PlayerList)
	{
		sn =  GameObject.Find( "Servername" ).transform;
		sn.guiText.text = "Waiting. . .";
		if(pl == NetworkManager.Instance.MyPlayer)
		{
			//GUI.color = Color.red;
			mn =  GameObject.Find( "Mn" ).transform;
			mn.guiText.text = MatchName;
			sn =  GameObject.Find( "Servername" ).transform;
			sn.guiText.text = "Waiting. . .";
		}
		else
		{

			sn =  GameObject.Find( "Servername" ).transform;
			sn.guiText.text = "Server Name :";
			
		}
		GUILayout.Label(pl.PlayerName,customGuiStyle);

		//	GUI.color = Color.black;

	}
	GUILayout.EndArea();
}

private void MatchList()
{
	bg.renderer.enabled = false;
	bg1.renderer.enabled = true;
	GUI.backgroundColor = Color.clear;
	if(GUI.Button(new Rect(175,225,400,100),refreshh))
	{
		MasterServer.RequestHostList("Tut");

		audio.PlayOneShot(beep);

	}
	if(GUI.Button(new Rect(175,293,400,100),Back))
	{
		bg1.renderer.enabled = false;
		bg.renderer.enabled = true;
		textfield.SetActive(true);
		Serverlist.SetActive(false);
		audio.PlayOneShot(beep);
		ToMenu("Main");

	}

	GUILayout.BeginArea(new Rect(Screen.width / 2,0, Screen.width / 2, Screen.height), " ","box");
	foreach (HostData hd in MasterServer.PollHostList())
	{
		GUILayout.BeginHorizontal();
		GUILayout.Label(hd.gameName,customGuiStyle);
		if (GUILayout.Button("Connect"))
		{
		

			Network.Connect(hd);	
			ToMenu("Lobby");
			bg1.renderer.enabled = false;
			bg.renderer.enabled = true;
			Serverlist.SetActive(false);
			audio.PlayOneShot(beep);

		}
		GUILayout.EndHorizontal();
	}
	GUILayout.EndArea();

		
}

}

//this is my network manager to masterserver…

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class NetworkManager : MonoBehaviour {
public string PlayerName;
public string MatchName;
public static NetworkManager Instance;

public List<Player> PlayerList = new List<Player>();

public Player MyPlayer;
public GameObject SpawnPlayer;
//public GameObject SpawnEnemy;
public bool MatchStarted;

public Texture ready;
public Texture giveup;
public AudioClip beep;

public int timer = 0;
public bool alive = true;

//public GameObject[] SpawnPoints;
//public bool MatchLoaded;

// Use this for initialization
void Awake()
{
	Instance = this;
}

void Start () {
	
	Instance = this;
	DontDestroyOnLoad(gameObject);
	

}

// Update is called once per frame
void Update () {
	if (alive == false)
	{
		GameObject aaaa = GameObject.FindWithTag("Hell");
		aaaa.active = false;

		timer ++;
		if(timer == 1)
		{
			Application.LoadLevel("SceneLost");
		}
	}
	PlayerName = PlayerPrefs.GetString("PlayerName");

	
}

public void StartServer(string ServerName, int MaxPlayers){
	Network.InitializeSecurity();
	Network.InitializeServer(MaxPlayers,25002,true);//25565
	MasterServer.RegisterHost("Tut",ServerName,"");
	
	Debug.Log("Started Server");
}
void OnPlayerConnected(NetworkPlayer id)
{
	//networkView.RPC("Server_PlayerJoined", RPCMode.All,Username, id);
	//foreach (Player pl in PlayerList)
	//{
		networkView.RPC ("Client_PlayerJoined", id, MyPlayer.PlayerName, MyPlayer.OnlinePlayer);
	//}
}

void OnServerInitialized()
{
	Server_PlayerJoined(PlayerName, Network.player);
}


void OnConnectedToServer()
{
	networkView.RPC("Server_PlayerJoined", RPCMode.Server, PlayerName, Network.player);
}

public void OnPlayerDisconnected(NetworkPlayer id)
{
	Debug.Log("A Player is Leaving");
	networkView.RPC("RemovePlayer", RPCMode.All, id);
	Network.Destroy(GetPlayer(id).Manager.gameObject);
	Network.RemoveRPCs(id);
	Debug.Log("A Player is Left");
}
void OnDisconnectedFromServer(NetworkDisconnection info)
{
	Debug.Log("You Are Leaving");
	PlayerList.Clear();
	Application.Quit();
	Debug.Log("You Left");
}

[RPC]
public void Server_PlayerJoined(string Username,NetworkPlayer id)
{
	networkView.RPC("Client_PlayerJoined", RPCMode.All,Username, id);
}

[RPC]
public void Client_PlayerJoined(string Username, NetworkPlayer id)
{
	Player temp = new Player();
	temp.PlayerName = Username;
	temp.OnlinePlayer = id;
	PlayerList.Add(temp);
	if(Network.player == id)
	{
		MyPlayer = temp;
		GameObject LastPlayer = Network.Instantiate(SpawnPlayer , Vector3.zero, Quaternion.identity, 0) as GameObject;
		//temp.Manager = LastPlayer.GetComponent<UserPlayer>();
		
	}
	
}

[RPC]
public void RemovePlayer(NetworkPlayer id)
{
	Player temp = new Player();
	foreach (Player pl in PlayerList)
	{
		if (pl.OnlinePlayer == id)
		{
			temp = pl;
		}
	}
	if (temp != null)
	{
		PlayerList.Remove(temp);
	}
}

[RPC]
public void LoadLevel()
{
	//MatchStarted = true
	Application.LoadLevel("Scene_1");
	MatchStarted = true;
	
}

public static Player GetPlayer(NetworkPlayer id)
{
	foreach(Player pl in Instance.PlayerList)
	{
			if(pl.OnlinePlayer == id)
			return pl;
	}
	return null;
}



void OnGUI()
{
	if (MatchStarted == true && !MyPlayer.IsAlive)
	{
		if(GUI.Button(new Rect(500,400,300,100),ready))
		{

			MyPlayer.Manager.FirstpersonCont.Spawn();
			int SpawnIndex = Random.Range (0, LevelManager.Ins.SpawnPoints.Length - 1);
			MyPlayer.Manager.FirstPerson.localPosition = LevelManager.Ins.SpawnPoints[SpawnIndex].transform.position;
			MyPlayer.Manager.FirstPerson.localRotation = LevelManager.Ins.SpawnPoints[SpawnIndex].transform.rotation;
			MyPlayer.Manager.networkView.RPC("Spawn", RPCMode.All);
			audio.PlayOneShot(beep);
			GameObject.Find("NetworkManager").GetComponent<Timer>().enabled = true;
			audio.PlayOneShot(beep);

			
		}
		
	}

	//if (Input.GetKeyUp( KeyCode.Escape ))
	if(Time.timeScale == 0)
	{
		//if (MatchStarted == true && MyPlayer.IsAlive)
		//{	if(GUI.Button(new Rect(300,345,400,100),hostagame))
		GUI.backgroundColor = Color.clear;
		if(GUI.Button(new Rect(580,390,200,80),giveup))
			{
				alive = false;
				Time.timeScale = 1;
				audio.PlayOneShot(beep);
				Screen.showCursor = true;

				GameObject.Find("First Person Controller").GetComponent<MouseLook>().enabled = true;
				GameObject.Find("Main Camera").GetComponent<MouseLook>().enabled = true;
				PlayerList.Clear();
				
				//Application.LoadLevel("SceneLost");
			}
			
		///}
	}
	
}

}
[System.Serializable]
public class Player{
public string PlayerName;
public NetworkPlayer OnlinePlayer;
public float Health = 100;
public UserPlayer Manager;
public bool IsAlive;
public int Deaths;
public int Kills;
public int Score;

}

Please help me because im to noob of this thankyou in advance …

Use Network.connections