Hello,
I’m giving MLAPI a try (I’ve made a few single-player games, but I’ve never delved into multiplier) and I’m trying to start with a very basic LAN connection. I’ve got two copies of my project running, each one has a singleton NetworkManager with UNET Transport as the NetworkTransport. Each NetworkManager also has a default player prefab loaded in which includes the NetworkObject component. I start the host, and it spawns in the first player in the first instance. I start the client and it spawns in the second player in the first instance and loads both players into the second instance. The catch is that these two instances are entirely separate. Any player movement/procedural generation/enemy generation is completely unique to each instance. They both occupy the same scene but different instances of it or so it seems. How come both the client and the host don’t seem to be in the same version of the scene if the host recognizes that the other client has connected. Am I missing something obvious? Let me know if I need to provide context or screenshots if my problem hasn’t been described clearly. I’m not very familiar with net code jargon.
Thanks!