When the server changes the scene and then a new player connects, his network objects stay disabled and he doesn't get a player prefab

I’m using UNet. So the server starts in scene A, calls ServerChangeScene and goes to scene B. Then the client joins the UNet server, and Unity first pulls him into scene A, and then into scene B. When he gets to scene B, he is successfully connected to the server, but has no player prefab(auto spawn player prefab is enabled), and also any scene objects with a network identity never get turned on.

However, he does seem to have a player prefab on the server, because one gets created on the server the moment he enters the scene. But it isn’t spawned on his side. It’s like his scene is waiting to get turned ‘on’ or something.

I tried calling ClientScene.Ready, but it gives me an error and says a connection is already established and there can be only one.

Anyone have any experience with this?