UNet: Client unable to rejoin after leaving a hosted game

Hello, I recently started a small project and I have found a problem when a client tries to join the server a second time.

I don’t use anything special in my network code. I even created another project with no coding at all, just the basic Unity components. The error still occurs.

Here are the objects in my scenes and their components:

Menu:

  • Network Manager: Network Manager, Network Manager HUD, Network Start Location

Game:

  • Floor: Box collider
  • Directionnal Light: Light

The Network Manager has mostly default values except for the scenes (Menu, Game) and the Player Prefab that is put in to spawn automatically.

Here is the procedure I take:

  • Start Hosting a server on the standalone or editor player.
  • Join that server with the other application.
  • Play. Everything is fine here. I can spawn and move.
  • The “joining” client leaves. He goes back to the Menu scene.
  • The “joining” client tries to join the server again.
  • Error. The screen goes blank. The network manager HUD behaves strangely. It appears that the scene does change to the Game, but nothing is being spawned.
  • The “joining” client leaves. He goes back to the Menu scene.
  • A warning is given in the console:
    “Empty player list given to NetworkServer.Destroy(), nothing to do.
    UnityEngine.Networking.NetworkManager:OnServerDisconnect(NetworkConnection)
    UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()”

The only way the client can rejoin the Hosted game is if the Host leaves and restarts the server. Even then, any joining client can not rejoin once they leave. I have tested this on my local machine and on a friend’s computer. The result is the same.

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I was about to post something like it, but gave up on UNet and went for Photon.
It has way too many obvious issues at this moment

I replicated this issue using the default NetworkStarter package

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This is now fixed in the most recent update.