I am using Multiplayer Play Mode to replace our old way of using ParrelSync to have a client-hosted game join two players in a match through a relay server (Nakama).
So far, so good. But I’ve run into an issue. When both players should move from the Startup/Connection scene to the actual game scene, only one client does this. The other throws an error saying the scene can’t be located and it should be added to the game’s Build Profile. Depending on which client is the first one to load it always affects the other, so it can happen to either the Main editor window or the additional player window.
For additional info, I’m not doing anything complicated with the Nakama game server. It is merely creating a match at this point and nothing else. After the match is created, each client is loading the new scene async, replacing the existing one.
Anyone else run into this or know why the other client wouldn’t be aware of the scene despite it being a part of my default scene list in the Build editor? Is there some extra bit of info I need to provide to the Multiplayer Play Mode settings?
Thanks!
-A