I have a lobby scene in which players can join. All work fine for connection, however, when a player decides to leave the lobby, I call NetworkLobbyPlayer.RemovePlayer on the local player but it seems that he is still connected somehow because, the match list is updated and the match he just left still reference 2 players, the one who created the session and himself.
I’d like a method that does the opposite of NetworkLobbyManager.matchMaker.JoinMatch but I don’t find it.