Clients not connecting even though statistics show connected players?

Here is my connection code, when I connect the player shows up on the statistics page as connected and I can see the ping and connection timer, but, when I attempt to send an RPC or verify the client connection I get the following error:

“Can’t send RPC because no connection was made”.

Server:

void launchMasterServer ()
	{
		if (ipAddress != "")
		{
			MasterServer.ipAddress = ipAddress;
		}
		Network.InitializeSecurity ();
		Network.InitializeServer (int.Parse (maxConnections), int.Parse (listenPort), !Network.HavePublicAddress ());
		networkCore.GetComponent<NET_networkCore> ().Server = true;
	}

void launchGameServer ()
	{
		MasterServer.RegisterHost (gameType, gameName);
		GameObject sCore = networkCore.GetComponent<OBJ_networkCore> ().factoryServerCore (gameName);
		serverCore = sCore;
	}

Client:

void serverList()
	{
		HostData[] hostList = MasterServer.PollHostList();
		foreach (HostData host in hostList)
		{
			GUILayout.BeginHorizontal();
			GUILayout.Box (host.gameName);
			if (GUILayout.Button ("Connect"))
			{
				Network.Connect (host);
				networkCore.GetComponent<NET_networkCore>().sendRPC ("Server", networkCore.networkView.owner, networkCore.networkView.owner, "Verify Connection", "None", "");
				if (Network.isClient)
				{
					messageString = "Required Fields Denoted By *";
					messageState = true;
					serverListState = false;
					registerState = true;
					initRect ();
				}
			}
			GUILayout.EndHorizontal();
		}
	}

Any advice?

Sean

Update:

Found out that the clients were connecting but only for a frame or so.

I connected and used:

Debug.Log (Network.Peertype) this printed Disconnected.

Debug.Log (Network.isClient) this printed false.

I have a script running that adds the NetworkPlayer to a dictionary on OnConnectedToServer () and that works fine so the client is connecting.

The strange thing is I have an opposing script running on OnDisconnectFromServer() and this doesn’t run until I explicitly disconnect the client by closing the player or by running Network.Disconnect (). It’s as if the client is only sud - connected and can’t receive RPCs.

Can anyone she’d some light on how I can keep clients connected?

Sean