Hello!
I’m having an issue where originally, my team had our project on Unity 6000.0.23f1. We had a lobby scene where when the host pressed “Start Game”, it would load all the players into the main game’s scene. From there, if a player quit and rejoined (using facepunch transport through Steam), the player would be reloaded into the host’s active scene. This was all working well!
However, after upgrading the engine to 6000.0.38f1, it no longer works. We haven’t done anything different, and suddenly it doesn’t work. I confirmed we still have the “Enable Scene Management” checkbox checked. I even set the “ActiveSceneSynchronizationEnabled” to true for the host in the code. I can still see that the client is connecting from the host, but it just doesn’t synchronize the scene anymore…
Here is the code I’m using to load everyone into the scene:
NetworkManager.Singleton.SceneManager.LoadScene(scene.name, UnityEngine.SceneManagement.LoadSceneMode.Single);
I’m not sure what to do next or where to look. Any obvious answers or suggestions, checks to do, logs to put it, or anything are appreciated!