Unet: Joining a NetworkLobby

Hi, when I try to join a lobby by calling ConnectToRoom from a list of available lobbies I get the following errors:

Failed to spawn server object,
assetId=e99e6eec7f68f244bb19d78bd1740eb
netId=1
UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()

and

Failed to spawn server object,
assetId=e99e6eec7f68f244bb19d78bd1740eb
netId=2
UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()

This happens after calling ClientScene.AddPlayer(myClient.connection, (short) id);.

public class MultiplayerRoom : NetworkLobbyManager
{
    // ... omitted code here that had to do with creating a lobby
 
    /// <summary>
    /// Connects to the lobby
    /// </summary>
    public void ConnectToRoom(GameObject gameList, MatchDesc match)
    {
        networkMatch = gameObject.AddComponent<NetworkMatch>();
        gameList.SetActive(false);
        networkMatch.JoinMatch(match.networkId, "", OnMatchJoined);    // connect to the room
    }
 
    /// <summary>
    /// When a lobby has been joined
    /// </summary>
    /// <param name="matchJoin">Result of joining a lobby</param>
    public void OnMatchJoined(JoinMatchResponse matchJoin)
    {
        if (matchJoin.success)
        {
            Debug.Log("Join match succeeded");
     
            Utility.SetAccessTokenForNetwork(matchJoin.networkId, new NetworkAccessToken(matchJoin.accessTokenString));
            NetworkClient myClient = new NetworkClient();
            myClient.RegisterHandler(MsgType.Connect, OnConnected);
            myClient.Connect(new MatchInfo(matchJoin));
            int id = NetworkClient.allClients[0].connection.playerControllers.Count;
     
            ClientScene.AddPlayer(myClient.connection, (short) id);
        }
        else
        {
            Debug.LogError("Join match failed");
        }
    }
 
    /// <summary>
    /// When connected to the lobby
    /// </summary>
    /// <param name="msg">message</param>
    public void OnConnected(NetworkMessage msg)
    {
        Debug.Log("OnConnected: " + msg);
    }
}

On the server machine I will see the client as joined, this only happens on the machine trying to join a game. My NetworkLobbyManager has had its lobby player and game player prefabs dragged to in the editor.

The problem was that I had two NetworkLobbyManagers in my project.