Hey everyone,
it’s again me with another problem related to reloading the active scene. As we know, a newly loaded scene is removed from all networked objects. At the moment where the local machine becomes the server, it spawns all the networked objects and keeps them in sync with every client connecting to this server. But when I reload the active scene with
NetworkManager.singleton.ServerChangeScene(SceneManager.GetActiveScene().name);
,
the newly loaded scene is again purged from all networked objects, although I do already have a server!
Why does my server not care about spawning in the objects?
Thanks for any advice in advance.