How do I access the NetworkManager after switching scenes? I’m currently switching the scene with: NetworkSceneManager.SwitchScene(mySceneName);
but then the clients/host can’t access the NetworkManager after that because obviously, the NetworkManager game object was in a different scene.
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The NetworkManager by default should mark itself as “DontDestroyOnLoad” and will persist across scene changes. You should be able to access the NetworkManager via NetworkManager.Singleton
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