Delay creating game player with NetworkLobbyManager

I am running 5.4.0f3.

I am having an issue with game players being created objects in my scene have been setup. Most noticeably the built in NetworkStartPosition hasn’t added itself to the NetworkLobbyManager so players are created at 0,0,0. I have created a way so the client can send a message to the server when their scene has loaded and is ready for players to be created.

My issue is I want to delay creating the game player in the scene until all clients have sent this message to the server. I disabled ‘autoCreatePlayer’ on the NetworkLobbyManager but then no lobby players are created. I then called TryToAddPlayer which handles some more logic around the straight ClientScene.AddPlayer but then when I go to load the game scene a game player is automatically created anyway.

What’s the best way to create the lobby player but delay creating the game players until the message has been received? I tried creating a holding player and then I would then call NetworkServer.ReplacePlayerForConnection.

Is the holding player the best solution? Or should I recreate the NetworkLobbyManager? It has a lot of private variables and methods I can’t override/access in my subclass so I would need to copy and modify it.

Has anyone had any similar experience or knows the best course of action?

Hey @glitchers_1 I’m currently trying to do the same thing. Have you had any success?