UNET - NetworkManager events wont trigger

Hello. I am creating a multiplayer game for the first time and i encountered this weird problem NetworkManager events wont trigger! i have the script and networkmanager attached to the same gameobject. Here is the network manager event script:

using UnityEngine;
using UnityEngine.Networking;
using System.Collections;
using Game.DeveloperConsole;

[NetworkSettings(channel=0, sendInterval=0.1f)]
public class NetworkManagerEventHandler : NetworkManager {

	// Components
	private NetworkController netcont;
	private SceneDataTransferScript transfereddatascript;

	// Network managmenet initialization
	void Start () {
	
		// Gettings Components
		netcont = gameObject.GetComponent<NetworkController> ();
		transfereddatascript = GameObject.Find ("SceneDataTransferObject").GetComponent<SceneDataTransferScript> ();
		Debug.Log ("started");

	}

	public override void OnServerConnect(NetworkConnection conn){

		if (transfereddatascript.NetworkConnectionType == "Host" || transfereddatascript.NetworkConnectionType == "Lan") {
			
			DevConsole.printnormalmessage ("Client connected to host. Gamemode Unknown");
			
		}
		DevConsole.printnormalmessage ("OnServerConnect even triggered!");
	}
	
	public override void OnClientConnect(NetworkConnection conn){

		if (transfereddatascript.NetworkConnectionType == "Host" || transfereddatascript.NetworkConnectionType == "Lan") {
			
			DevConsole.printnormalmessage ("Client connection established to server. Gamemode Unknown");
			
		}
		DevConsole.printnormalmessage ("OnClientConnect even triggered!");

	}

	public override void OnClientDisconnect(NetworkConnection conn){

		
	}

}

I tried to change override to virtual still the same issue. Thanks. If you need more explanation or something else tell me.

Problem solved. I had to set a online scene and use singleton to setup networking