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MultiplayerService.CreateOrJoinSessionAsync sometimes returns before SceneManager is ready #3146
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@afarchy You might find this ExtendedNetworkManager from the v2.0.0 examples folder useful. Typically, I recommend two paths to creating session connection related scripts:
However, the key to making sure the Let me know if this helps resolve your issue? |
Thanks @NoelStephensUnity, so far OnClientStarted is working. Is there a reason |
@afarchy As a side note, when the CreateOrJoinSessionAsync task is completed it doesn't always mean that This some information provided in the Distributed Authority Quick Start under the Connection Setup section at the end of the example script...but it only talks about spawning objects and not the I will make a note to add additional information on that page and to include the same kind of information on the page your linked above. However, I think it would make sense to not have the async task report that it is finished until the |
Description
I'm hitting an error here that I don't understand in joining a distributed authority session, where after the session joins, the SceneManager is null.
Reproduce Steps
Actual Outcome
NetworkManager.Singleton.SceneManager is null.
Expected Outcome
NetworkManager.Singleton.SceneManager is not null.
Environment
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