Hi guys just a quick question concerning Netcode for those that know.
My player has network object and network transform attached to them. I attached a script to give the player the property of dontdestroyonload() and I have the option to load the player into another scene/map via a “portal” which is basically a gameobject with a boxcollider2d to detect ontriggerenter events.
What I realized now is that a network object exists across the whole server and hence is not dependent on the scene.
What this means is that player A in scene A can see player B in scene B and vice versa which is not the intended effect. Has anyone come across this particular situation or would like to share a solution to this?
I hope the attached screenshot better clarifies my situation