ClientScene::InternalAddPlayer: playerControllerId : 0

Hello, need some help completing this multiplayer setup. I got through all the other hurdles to this point where after calling ClientScene.AddPlayer(conn,0); , it leads to a warning in the console just after the internal OnOwnerMessage is called:

ClientScene::InternalAddPlayer: playerControllerId : 0
UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()

The player is spawned on both server and client but no playerControllerId is being added for the client, so nothing gets synced to the server from it, and the player isnt recognised by anything.

I have the same problem, it never leaves the lobby and never starts the game scene, just gives that useless warning, no line number or anything.

I’m using networkLobbyManager, it creates the lobbyplayer, but when I click client to start the game it never leaves the lobby to go to the game scene, and it never creates the game player prefab.

Anybody have any ideas?

I have the same problem, I don’t know why… Any idea ?