Clients Don’t Reconnect to Host’s Lobby After Disconnect in Unity VR Multiplayer

I’m working on a Unity VR multiplayer project and encountering an issue where clients fail to reconnect to the host’s lobby after disconnecting. Here’s the context:

Current Setup:

  • Using Unity VR multiplayer template with scenes cycling from scene 0 → another scene → back to scene 0.
  • The Network Manager VR Multiplayer persists across scenes using This script
  • When clients disconnect, they don’t rejoin the host’s lobby upon returning to scene 0.

What I Need:

  • A way to ensure all players automatically join the same lobby after disconnecting and reconnecting.
  • Suggestions for managing persistent multiplayer lobbies effectively in this setup.

Are you discussing lobby as a general concept of grouping a set of players together pre-game? Or are you using Unity Lobby? Because the Unity Lobby service should do what you describe, keeping a set of players grouped together across scene loads and netcode disconnect/reconnect. For that service the network connection is not directly coupled to the netcode NetworkManager so no disconnect from it would be triggered unless coded explicitly to do so.

Otherwise, we’d need to know more about your setup. How are you communicating the connection info to clients in the first place?