NetworkGameLobby weird behavior

Hello everyone !

I have been working on my own implementation of a network lobby manager based on the tutorial NetworkGameLobby (AssetStore).

I got stuck for about a day because of a very weird behavior (very easy to reproduce in the tutorial as well) :
In the LobbyManager which inherite from NetworkLobbyManager if you change the Start function by Awake, when you stop hosting a game (calling StopHost()), the GameObject containing the LobbyManager class is duplicate ???

Is it a bug or someone has a good explaination for that ?
I’d like to understand every point in the Network to control my code ^^

Thanks for help.

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I have replicated this bug (?), simply add an empty Awake() { } MB callback to the LobbyManager (found in the Prototype.NetworkLobby namespace in Unity’s NetworkingMeteoroids, for example) and you will get this bug.

Lost about 3 (important) hours today on this undocumented nonsense, hope that people can avoid the issue in the future!