I want to use NetworkSceneManager to load another scene when a host starts a game. The code starts the host, then loads the other scene. Just using the regular scene loader doesn’t transfer the player objects between scenes.
For example:
NetworkManager.Singleton.StartHost();
NetworkSceneManager.LoadScene(“Multiplayer”,UnityEngine.SceneManagement.LoadSceneMode.Single);
It’s not that strange that you aren’t getting your player objects. If you’re creating a new scene, it’ll be empty and you’ll have to spawn objects on it. I’m not very familiar with Unity Netcode, but you should probably use the NetworkSpawnManager to spawn your players onto the next scene:
https://docs-multiplayer.unity3d.com/netcode/current/api/Unity.Netcode.NetworkSpawnManager