Unity Lobby, player get disconnected if game has already started.

Unity lobby, player get disconnected if game has already started. But if they join the server before the game has started, they don’t get disconected and can play normaly.

@hatsor

In your custom networklobbymanager you can add your own implementation for OnServerConnect()
In your case you don’t disconnect if the loadedscene != lobbyscene.

	public override void OnServerConnect(NetworkConnection conn)
	{
		if (numPlayers >= maxPlayers)
		{
			conn.Disconnect();
			return;
		}

		// cannot join game in progress
		/*string loadedSceneName = SceneManager.GetSceneAt(0).name;
		if (loadedSceneName != lobbyScene)
		{
			conn.Disconnect();
			return;
		}*/

		//base.OnServerConnect(conn);
		OnLobbyServerConnect(conn);
	}