[Unet] Player object loses authority on scene switch

I’m using NetworkManager.singleton.ServerChangeScene(scene) to switch my online scene once players are connected. The scene switches fine, but client player objects lose local player authority when this happens. I have DontDestroyOnLoad() set on them, but I found out that the Start() method is called when the scene changes as well, so they must be getting recreated.

Is there a way to have persistent player objects through scenes?

Figured out the problem. Apparently I didn’t have DontDestroyOnLoad() set the the player object (though I was certain I did) and now all problems are solved.