I am currently setting up the UNET pipeline and I noticed that there was a flag called: ClientReady. This flag seems to prevent all networking coming to an individual client as long is a client is marked as not-ready. As far as I can see from the documentation, there is nowhere that this flag should be set to true on its own and yet my client is made ready after connecting to the server and loading the scene automatically through the NetworkManager.ServerChangeScene function. Within the documentation(listed below) it says that clients will be set to “not-ready” and that client must set their ready flag on their own. I am wondering if somehow this is not happening or if even the inverse of this is happening and the server is setting the clients to ready. If there is somewhere else that the clients are being set to ready that I am unaware of I would love to know. Thank you in advance.
http://docs.unity3d.com/ScriptReference/Networking.NetworkManager.ServerChangeScene.html