UNET - Get player ID number?

Hey, I’ve been pulling my hair out for at least 7 hours trying to get this working. I’m losing my mind

I have 4 players (Red, Green, Blue, Cobalt). Each has a network identity and network transform component, and they sync up nicely over the network. When the playerObjects are created by the NetworkManager upon connect, they are each given a color value depending on how many players are currently connected. This works fine. Finally, I call the ServerSceneChange() function and the PlayerObjects are destroyed automatically, which is what I expected. The player objects are recreated by the NetworkManager automatically in the next scene. However, I cannot find out how to maintain these ‘color’ values through scene changes. Like… How do I assign colors again once the NetWorkManager playerObjects have all been destroyed?

I would do it based on connectionIds or something, but I can’t find any documentation on how I would do that. It always returns 1 when I try to read the connectionId. Due to the nature of my game, these playerOjbects can’t call ‘DontDestroyOnLoad’, since each scene has vastly different functionality

Please help! =)

on the server, base.connectionToClient.connectionId

Solved. My solution was just to create my own system, in which the host has a list of it’s own containing “playerIDs” which are assigned upon connect, for those wondering