Lobby Player Getting Destroyed Instead of Replaced

Hi there,

When going from the lobby scene to the play scene…

Instead of the game player replacing the lobby player, the latter’s getting destroyed automatically. Here is the debug message along with the preceding message.

In what conditions is the lobby player automatically destroyed by UNet?

it should not. It should be DontDestroyOnLoad. DId you have a drived class and override Start()? if so call the base class function.

I do use a class that extends from NetworkLobbyPlayer. I don’t have a Start() in that class, though. In the classes that I do override, I call the base.

can you send a sample project that reproduces this?

Hi Sean,

I know you’re incredible busy… please let me know if you were able to download the sample project ok. The sample project exhibits the issue.

Thank you!