Re-hosting a Match in unity creates a bunch of random errors

Hi, I was searching the net for an answer to this question, but I could not find solution that I was hoping for. I am working on a competitive multiplayer game with 2 different maps and 3 different game modes. I matchmake, the game is hosted if no match is found, or joined if match is found. The first match works perfectly fine, however, when I leave the room, and I use this:
networkManager.StopAllCoroutines();

    networkManager.StopClient();
    networkManager.StopMatchMaker();

    if (NetworkServer.active) {
        Debug.Log("Destroyed match");
        networkManager.StopHost();
        matchUp.DestroyMatch();
    }
    // Disconnect from the host and leave the match
    else {
        Debug.Log("Left match");
        matchUp.LeaveMatch();
    }
    NetworkServer.Reset(); //also called when I host a new game, just in case

Anytime I tried to join/host after the first match, it threw random Missing Reference exceptions and the game would not play. NetworkManager is persistent. Please HELP me :), I would really appreciate it.

Match Up developer here.

The problem is probably the NetworkMatch component getting removed at some point.
The solution is probably to add a StartMatchMaker() call somewhere before you start a new match.

It’s hard to tell without a stack trace or line number for the error but that seems like the most likely culprit.