how do i switch back to my hud camera when i leave a match in unity networking

so I’m making a fps multiplayer and I’ve somehow setup the Hud so when I host/join a match the camera does not switch to the player camera. to combat this problem I added to my player script so when the player spawns it disables the scenecamera switching the default camera to my player. but now when I leave the match the camera doesn’t switch back to the scene camera. I tried adding to my script to enable the camera when my player object in the scene detects player prefab ( the one I use to spawn the player )
has been destroyed, but that just broke because it keeps returning the message of the object being destroyed. Any suggestions?

public class playermovment : MonoBehaviour {

public CharacterController controller;

private float speed = 12f;

public Transform groundcheck;
public float grounddistance = 0.4f;
public LayerMask groundMask;

public float jumphieght = 3f;

public float scopespeed = 5f;

public float normalspeed = 12f;

public float gravaty = 9.8f;

public float crouchspeed = 5f;

private bool iscrouch = false;

public Animator crouchanimation;
Vector3 velocity;
bool isgrounded;
public Camera scene;
public GameObject player;
bool spawned;

void Start()
{
    scene.enabled = false;

}

// Update is called once per frame
void Update()
{
    isgrounded = Physics.CheckSphere(groundcheck.position, grounddistance, groundMask);

    if (isgrounded && velocity.y < 0)
    {
        velocity.y = -2f;
    }

    float x = Input.GetAxis("Horizontal");
    float z = Input.GetAxis("Vertical");

    if (Input.GetButtonDown("Jump") && isgrounded)
    {
        velocity.y = Mathf.Sqrt(jumphieght * +2f * gravaty);
    }

    Vector3 move = transform.right * x + transform.forward * z;

    controller.Move(move * speed * Time.deltaTime);

    velocity.y -= gravaty * Time.deltaTime;

    controller.Move(velocity * Time.deltaTime);
    if (Input.GetButtonDown("Fire2"))
    {
        speed = scopespeed;
    }
    if (Input.GetButtonUp("Fire2"))
    {
        speed = normalspeed;
    }
    if (Input.GetKeyDown(KeyCode.LeftShift))
    {
        iscrouch = !iscrouch;
        crouchanimation.SetBool("crouch", iscrouch);
        if (iscrouch == false )
        {
            speed = normalspeed;
        }
        if (iscrouch == true)
        {
            speed = crouchspeed;
        }
    }
    if( player != null)
    {
        spawned = true;
    }
    if (player == null && spawned == true)
    {
        Debug.Log("destroyed");
        scene.enabled = true;
    }
}

}

fixed it just had to reset project