Spawn scene Object not found

So everything was working fine, until I just randomly got those errors:

They appear instantly on the client when it joins, I have no idea what to do.

I have also seen this bug, and am unsure how to fix it. I think it can be caused by 2 things.
1: If you have persistent DontDestroyOnLoad scene objects that are carried to other scenes. These will fail on the client.
2: If you join with a client to a different scene than the client is on. For example.
-Host starts game in Scene1
-Host changes game to Scene2 (which contains UNET scene objects)
-Client joins game with default scene1
-Host sends data about the scene2 objects to the client. But the client doesn’t have those objects. Throws errors.
-Client switches to scene2

The order of the last 2 steps is backwards. If scene2 was loaded and then the client received serialized data about scene2 objects there would be no error. But for some reason things occur in the wrong order.

I am not 100% certain on this, but I think this is what is happening.

In the OnClientConnect() method i’ve had to manually set the conn to not ready to solve this issue. Or a similar one. I use “NetworkServer.SetClientNotReady(conn);” to do so.

The problem is that neither the host or the client ever changes to another scene. I’m only using one scene and I’m sure am building the correct one and that editor is in that same scene.

This didn’t fix it for me.

I reinstalled unity, updated to 5.5.0p3. I also added an object in the editor, build again and I can see it on the client so it is in the same scene.

Do you have offline/online scenes set? Or any scene change going on? Or do you start the program and remain in 1 scene the whole time?

Nup, The whole game is made with one scene.

Hmm no idea what would cause that. Sorry. Good luck!

I still have no idea what caused this. It seems a bug where unity just randomly start messing stuff up. I found that the in the Debug mode (inspector) the scene ideas where set to random numbers, I couldn’t solve the issue by resetting them though. I solved it by using a backup from ± 15 days ago and put all the new features/scripts in that. It worked perfectly.