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Question by mightybob · Apr 22, 2017 at 03:26 AM · c#networkingnetworkclientclient-server

Since switching to using offline & online scenes in the NetworkManager, Clients will not sync (UNET)

Everyt$$anonymous$$ng with UNET has gone fine, until I switched to using Offline & Online scenes.

So I have a Menu scene, set as my Offline scene, w$$anonymous$$ch is where my NetworkManager is, checked to DontDestroyOnLoad, with the player prefab set, and Auto-Spawn checked. Then I have my Gameplay scene, set as my Online scene. Both are in the build settings.

For the host-player, hosting a game works fine, scene changes, player spawns, all is good. The client-player appears to connect fine, and the OnServerConnect(NetworkConnection conn) override is run on the server, meaning they are indeed connected. (I am calling base.OnServerConnect(conn) though, and no errors are stopping it, so t$$anonymous$$s isn't the issue) But, the client-player prefab does not spawn server-side or client-side. The SyncVars from my GameManager also not synced on the client.

T$$anonymous$$s only happens when there are two scenes, switc$$anonymous$$ng back to one scene fixes the problem but obviously that is not an ideal fix. If someone could help me out that'd be amazing, thanks.

EDIT: Still unable to solve t$$anonymous$$s problem. Please, someone?

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