Clients destroy the network object when changing the scene

U6000.0.12f1
NGO: 1.10.0

  1. Start Server, load GameSceneA NetworkManager.Singleton.SceneManager.LoadScene(Scene_GameStartScene, LoadSceneMode.Single);
  2. On the client side, connect to the server
    Everything is working well here!
    reconnect as much as you want!
  3. the server changes the game scene GameSceneB
    NetworkManager.Singleton.SceneManager.LoadScene(NextSceneName, LoadSceneMode.Single);

after loading a new scene, the network controller creates a game character for player 1 (server).
But as I understand it, player 2, after loading the scene, tries to delete all the network objects because he thinks they were on the old scene…
and deletes player 1’s character

the server receives the following error:

[Netcode-Server Sender=1] [Invalid Destroy][PlayerCharacter(Clone)][NetworkObjectId:5] Destroy a spawned NetworkObject on a non-host client is not valid. Call Destroy or Despawn on the server/host instead.

Attention!
if you reconnect from the client when the server is already on GameSceneB, there will be no errors!!!

There’s going to be many takes to this, but you shouldn’t be managing scenes in multiplayer instances. Your data should be treated as a client, and not rely on unitys “data”.

You ought to post your code and where the error originates from. As well as any additional info such as wether you manually spawn players vs using NetworkManager’s player prefab field.