Thanks for looking!
In a simple two scene setup, and this code on the server/host:
NetworkManager.Singleton.StartHost();
int i = 0;
while (i < 10000)
{
if (NetworkManager.Singleton.IsListening)
{
//NetworkManager.SceneManager.LoadScene("WorldMultiDemo", LoadSceneMode.Single); //This produces same warning
NetworkManager.Singleton.SceneManager.LoadScene("Scene2", LoadSceneMode.Single);
Debug.Log($"NetworkManagerIsListening after i={i}");
return;
}
i++;
}
It always seems to be listening at i=0. The scene loads fine for the host. The client connects with:
NetworkManager.Singleton.GetComponent<UNetTransport>().ConnectAddress = "192.168.xxx.xxx";
NetworkManager.Singleton.StartClient();
The client connects and this warning is created. The documentation here (Using NetworkSceneManager | Unity Multiplayer Networking) says the client should automatically sync, and that looks like it’s happening.
[SceneEventData- Scene Handle Mismatch] serverSceneHandle could not be found in ServerSceneHandleToClientSceneHandle. Using the currently active scene.
UnityEngine.Debug:LogWarning (object)
Unity.Netcode.NetworkSceneManager:SetTheSceneBeingSynchronized (int) (at Library/PackageCache/com.unity.netcode.gameobjects@1.0.0/Runtime/SceneManagement/NetworkSceneManager.cs:738)
Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects (Unity.Netcode.NetworkManager) (at Library/PackageCache/com.unity.netcode.gameobjects@1.0.0/Runtime/SceneManagement/SceneEventData.cs:725)
Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent (uint) (at Library/PackageCache/com.unity.netcode.gameobjects@1.0.0/Runtime/SceneManagement/NetworkSceneManager.cs:1788)
Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization (uint) (at Library/PackageCache/com.unity.netcode.gameobjects@1.0.0/Runtime/SceneManagement/NetworkSceneManager.cs:1754)
Unity.Netcode.ISceneManagerHandler/SceneEventAction:Invoke () (at Library/PackageCache/com.unity.netcode.gameobjects@1.0.0/Runtime/SceneManagement/ISceneManagerHandler.cs:26)
Unity.Netcode.NetworkSceneManager/DefaultSceneManagerHandler/<>c__DisplayClass0_0:b__0 (UnityEngine.AsyncOperation) (at Library/PackageCache/com.unity.netcode.gameobjects@1.0.0/Runtime/SceneManagement/NetworkSceneManager.cs:344)
UnityEngine.AsyncOperation:InvokeCompletionEvent ()
A search on the forums and google comes up dry for specifics.
Is there something I’m missing here?