Network Lobby Load Scene

Hello! I’m creating a lobby system, everything works like a charm until the game starts and the play scene loads. I’m not playing one specific scene, I’m playing from an array of maps, the code I’m using for this is…

NetworkLobbyManager.singleton.ServerChangeScene(lobbyManager.maps[lobbyManager.selectedMap].mapScene);

The level loads fine but the playerController will sometimes get destroyed. I am not using the PlayerLobby’s ready up functions, I am loading it from a countdown. I also noticed objects with a NetworkIdentity will get disabled (happens when your not connected) for a second or two then get re-enabled however my player is removed from the scene. I’ve checked my solution’s source code to check if I’m Destroying the player at any time, but I can’t find anything.
I think that when a new scene is loaded the connection is not actually established until after the scene is loaded for a few seconds.
Is this a bug or intentional? Is anyone having this issue or knows how to resolve it? Am I possibly using the incorrect function for loading a scene over the server? I’m not overriding any methods from the NetworkLobbyController.

:sweat_smile: Wow! I just realized what I was doing. I was calling the ServerChangeScene method multiple times so it was creating the player then destroying it after every scene load.