I'm developing Unity multiplayer game. I'm testing my game locally and it all works fine except when new player tries to join game I get this error message: On host side: Thereis already a player at that playerControllerId forthis connections. On client side: A connection has already been setas ready.There can only be one. Player are autospawn by NetworkManager, this is code that extends manager to UI. Code (CSharp): publicclassNetwotkManagerCustom:NetworkManager{ publicNetworkDiscoveryDiscovery; publicGameObjectPlayerPrefab; publicvoidStartHost(){ SetPort(); NetworkManager.singleton.StartHost(); Discovery.Initialize(); Discovery.StartAsServer(); } publicvoidSearchGame(){ Discovery.Initialize(); Discovery.StartAsClient(); } publicoverridevoidOnClientConnect(NetworkConnection connection){ ClientScene.AddPlayer(connection,0); } } If I "pause" the game when there are both players in the scene(second before error) and if I go to Network Identity of player they both have they identities set to "0". Why is this error happening?