I’m new in developing a multiplayer game in Unity using Netcode for GameObjects (NGO) and Unity Relay for networking. I’ve implemented a system where players can host a game, select characters, and start a match. However, I’m running into an issue when transitioning between the gameplay and main menu scenes.
The Problem:
After quitting to the main menu and starting a new match, the player does not spawn. Additionally, I noticed the following behaviors:
Duplicate NetworkManager Instances: When returning to the main menu and starting a new session, I sometimes end up with multiple instances of the NetworkManager.
Player Spawn Issues: The player spawn logic doesn’t execute during the second session.
Network State Persistence: The NetworkManager and other network-related objects (like my custom HostManager) seem to persist across scenes despite calling NetworkManager.Singleton.Shutdown().