Unet Local Join

Hello there,

i have some Problem with my NetworkManager Script, I think.

If I create a Local Server with (the class extends NetworkManager):

    public void StartLocalHost()
    {
        Tools.UI.MenuHide();
        Tools.gameName = "Local";
        NetworkManager.singleton.onlineScene = "LocalTest";
        NetworkManager.singleton.networkAddress = "localhost";
        Tools.gameController.persistence.BasePath(NetworkManager.singleton.onlineScene);
        NetworkManager.singleton.StartHost ();

    }

the Local Server starts.

but If i want to join the local Server

    public void JoinHost()
    {
        NetworkManager.singleton.networkAddress = menuController.ui.joinHost.hostName.text;
        StartClient();
    }

I join the Local Server, but the scene is not Changing to the servers Scene. So I only get a timeout message (on the server) if I close the Client Instance of the Game.

Has somebody some experience with that problem?

With the unity MatchMaker (internet) all works fine, but no local.

I solved the Problem:

In my Test setup, i stared the test Scene directly but in the build i uses the menu scene to join the server.

This was not a good idea, because of the different scene indexes?